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Agente Cooper wrote:I think the biggest mistake when trying to understand the rules of a game written 35 years ago is trying to figure out how to act when there are unwritten rules. And the key (in my opinion) is that if something isn't in the rules, it's because it's not really an option, either because it doesn't exist or it can't be done. In this case, there isn't a "closed secret door," only the "secret door," and, as the rules state, it remains open until the end of the game.
Sorry for my English.


= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

BlackJax wrote:1. Place the open secret door tile when found, but that causes another issue that you aren't supposed to place the contents of the room or passageway beyond, until a hero can see it and depending on the placement of the door and the heroes, you may not have line-of-sight to everything or indeed anything in the room or passageway revealed.
KK Q1 wrote:These three secret doors may not be found by searching. You may place these onto the board at the beginning of any turn. When you place them onto the board you should set up the two rooms as usual, placing the monsters where shown.
BlackJax wrote:When a hero moves onto a trapped square or opens a trapped chest or door, then the evil wizard player stops the player and activates the trap. If you are the Dwarf or a Hero equipped with the tool kit then you can attempt to disarm it, failure causes the trap to activate.




BlackJax wrote:Another interesting thread (this forum is addictive)
We faced this same dilemma back in the day and considered the following ways through it.
1. Place the open secret door tile when found, but that causes another issue that you aren't supposed to place the contents of the room or passageway beyond, until a hero can see it and depending on the placement of the door and the heroes, you may not have line-of-sight to everything or indeed anything in the room or passageway revealed.


Onan wrote:BlackJax wrote:1. Place the open secret door tile when found, but that causes another issue that you aren't supposed to place the contents of the room or passageway beyond, until a hero can see it and depending on the placement of the door and the heroes, you may not have line-of-sight to everything or indeed anything in the room or passageway revealed.
I don't think this is a problem. Some quests reveal rooms that are not visible to any hero. I'd say it is the European style of an ambush, compared to the American Wandering Monster trap. Zargon opens a secret door on his turn and monsters come out.
Onan wrote:BlackJax wrote:When a hero moves onto a trapped square or opens a trapped chest or door, then the evil wizard player stops the player and activates the trap. If you are the Dwarf or a Hero equipped with the tool kit then you can attempt to disarm it, failure causes the trap to activate.
So you give the dwarf and toolkit a passive trap defense? That was also my latest fix. Looking for traps is just unfair towards Zargon. He spent time placing traps in his quest, and the heroes get rid of them by saying "I'm looking for traps". Why not just skip this ritual and not place any traps at all, leave them to the treasure deck? I have stopped searching for traps a while ago. I simply accept them, they don't kill me, and every good dungeon needs some traps. I allow the dwarf to roll for defense when taking damage from a trap (also from treasure deck).
Also, if a hero takes no damage from a trap, he may continue his move. This is american style, EU rules say your turn ends anyway, but I like this more.
The Admiral wrote:BlackJax wrote:Another interesting thread (this forum is addictive)
We faced this same dilemma back in the day and considered the following ways through it.
1. Place the open secret door tile when found, but that causes another issue that you aren't supposed to place the contents of the room or passageway beyond, until a hero can see it and depending on the placement of the door and the heroes, you may not have line-of-sight to everything or indeed anything in the room or passageway revealed.
Yes indeed. Which is why I just find it easier to treat them as doors you have to find by searching. An easy solution is to use the secret door tile to represent it in a closed state (odd visually but irrelevant for game play) and then when opened place a normal open door piece.
Parzival wrote:First, anybody searching for either automatically finding the things kinda kicks my internal “that doesn’t feel right” meter. But I come to the game with a background in D&D, where such searches are never a given success for anyone, short of magic.
Second, however, I don’t like the rule about not being able to detect a trap on the immediate door square in the other room. Fine if monsters are present (that you can’t search then is obvious), but seriously, the Wizard can’t poke the square through the doorway to see if there’s a pressure trigger? Or the Dwarf just doing his take on the local masonry? Doesn’t sit right with me, either.
Third, “gotcha” traps that can’t be detected, disarmed, or avoided. I never liked those in D&D (especially as a DM), and like them even less in HQ— and I say that as Zargon. It’s just a cheap hit. There’s no agency involved, and no clever strategy by Zargon. My rule of thumb is that there always needs to be a chance, even if it’s a poor one. At least two of the three have to be in play— Detect and Disarm OR Detect and Avoid Or Avoid and Disarm (the final in that order).
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

BlackJax wrote:Parzival wrote:Stuff I said, my house rule ideas, etc., etc.
One issue that I'll mention because I think it relates to an issue in both the official rules and your "Detect Traps" idea is that the search for traps and secret doors action (conditional or automatic) is that it forces the players to choose from several strategies none of which are great
(a) Thorough option - You search for traps and secret doors at every opportunity, this maximises your chances of successfully completing the quest (good) but makes the game longer and more boring (not good)
(b) Sod it option - You don't bother searching for traps and secret doors at all, which speeds the game up and makes it more fun (good), but then your Dwarf loses his ability to disarm, there is no point buying the tool kit, and it reduces your chances of successfully completing the quest (not good)
(c) Hybrid option - Sometimes you do, sometimes you don't search. Obviously this is a mixture between the two but it causes players to bounce between (a) until they get bored and then (b) until they hit a trap and get punished then they revert to (a) , rinse and repeat.
For me personally I don't want my players to have to choose between either having fun or winning, I want them to have fun whilst trying to win!
Another thing to watch out for is making finding secret doors conditional on a roll, in many quests to succeed the party must find a secret door, if they have to roll over and over again (potentially once per hero per section which adds up to a whole lot of searches in a typical quest) and/or revisit areas they thought they had already covered to look for a secret door they missed earlier then it gets boring quick.
I know you have sort of covered that situation but how do you tell which is the final attempt if you allow "once per character per section"? The Dwarf searches first and fails to find it, it is his final (only) attempt, but not the final attempt for the party as a whole as the other heroes could still search the area on their turn, so it isn't automatically found, but then the rest of the party decide not to search on their turns so it now turns out that the Dwarf's was the final search...




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