iKarith wrote:Davane wrote:You seem to call BS on a lot of things, iKarith...
What's your point? If your goal playing the game is to make it not fun, I don't want to play a game that's intentionally made not fun. A trap in this game is literally like holding on to a lit firecracker and letting it blow up in your hand. There is a way to avoid that happening, but the suggestion here is that if you use it, YOU FAIL. So unless you literally do that, again and again, repeatedly, without being told to do it, you "lose".
That's not fun, and if that's how the game is played, then in my opinion it's the wrong game.
And if you don't like my opinion, you're certainly welcome to play YOUR game differently. But if I were one of the players and that was how the game was being played, I wouldn't play another with those people.Davane wrote:Personally, I wouldn't think of looking for secret doors in a pit trap, unless the pit trap was in a weird location, or there was nowhere else to go.
I believe WD had an AHQ quest that featured a secret door in a pit trap. Can't recall off the top of my head, but GW was notorious for stuff like that. They knew how to make things challenging, that I imagine iKarith would call BS on, like putting a chasm right in front of a quest room, so you had to jump over it before you could enter (instant death if you fail) and there was only room for one model in the doorway. WHQ often pulled similar shenanigans with published quests.
I think there are chance of instant death traps in published quests, actually. Or Gandalf on the bridge You Shall Not Pass really hard encounters that require a hero either take a potentially fatal gamble or fight an extremely difficult enemy.
Seems a little different than "you have to somehow divine that the space you were told 'looks suspicious' is a specific kind of trap, and that you must trigger it (and everyone must intentionally take damage despite the fact that any reasonable person would carefully climb down (perhaps with a chance of slipping and taking damage), then search for a room.
That's particularly unreasonable given that most of the world had a game where one cannot search inside a pit trap anyway.
And For what it's worth, if someone else flags your comment for a moderator … I didn't. It seems you have some kind of axe to grind against me. If I've misread you, then I apologize for that. Still, whether you do or don't, after some of the crap I've been through in recent years, you're not likely to manage to personally annoy me even—I've kinda got much bigger (and more dangerous) concerns. I don't have time or interest for teh soshal dramaz. As far as I'm concerned, you're entitled to your opinions. I'm certainly not shy with my own.
No axe to grind, iKarith - just that you tend to use that phrase a lot here. Makes me chuckle how it's becoming kind of like a catchphrase for you. Proper grognardy...
Like I said, the issue here is that a lot of this stuff makes HQ less HQ and more D&D, which is fair enough, but AHQ and WHQ, as well as a lot of other dungeon board games also go in this direction. I wouldn't say that this was necessarily BS, however, particularly with the case of pit traps.
I mean, it's specifically written in the NA rules that you can search in a pit trap as if it's another room, so the implication that you can search for secret doors in a pit trap is definitely there. Plus, there are rules for jumping into pit traps voluntarily.
Of course, a lenient EW would probably consider either allowing heroes to climb into pit traps without too much harm, or reducing the chances of harm when jumping in, but that's getting beyond the scope of the rules of HQ.
Now, here's the thing, in the EU version pit traps can be disarmed and removed, and in the US version, if you detect a pit trap and disarm it, it's a normal square. How would having a secret door in this instance work out? You could just meta it and say that if you disarm the trap, the secret door is now level with the corridor, but if you are going to do that, why not just put the secret door level with the corridor in the first place? Other than that, you just just say that the trap can't be disarmed, and it may be reasonable to reveal the pit trap first, rather simply having it sprung, or to counter your worst case scenario, at least allow the players to know it's a pit trap rather than just "suspicious."
Edit: The bit about how it might be unreasonable given a lot of the world had the UK version where you couldn't search in pit traps is particularly true. That said, many games are known to break their own rules, and often run off exception-based design in principle. For example, AHQ has the rule that you can only search for secret doors in the side walls of dead ends, yet this rule is broken in the first published adventure. I think a lot of this is because these games include a "GM" who can, and should, be able to react to situations and adjust the rules as necessary.














they get to place a wandering monster on the board, with which they can move and attack immediately. At least, then, the tedious trek with the risky treasure chests would have been of some merit.


