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Pass through rock - furniture and monsters

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Pass through rock - furniture and monsters

Postby Bareheaded Warrior » Saturday January 20th, 2024 4:04am

wallydubbs wrote:I generally go with the 3rd approach. You can't count monsters too, that's what Veil of Mist is for.
Otherwise Cloak of Shadows (from Rise of the Dread Moon) wouldn't need to make the distinction that the Cloak possesses the combined power.


I think I agree, as a native "1989 Original" player I would go with approach 1, but if I was a native "1990 US Remake" then approach 3 would be my natural go to approach. However both of these options still leave the following questions unresolved so I'd be interested in your point of view (I have included mine in brackets).

c) Would you allow passage through closed doors (secret or normal) under the influence of this spell? (I would)
d) How would you as EWP handle monsters revealed by this spell that are trapped as they "cannot" open doors? (I would allow monsters to open doors in this situation)
e) How would you handle the situation where squares behind the wall contain taller furniture that presumably blocks the moving figures vision? Would you still reveal the room contents as they look through the wall or make them step into the room, onto the furniture tile first, before revealing the room? (Under approach 1 I would lay out only the tall piece of furniture, under approach 3 I think I would lay out only the tall piece of furniture and would only lay out the rest of the room contents, if they moved "onto" the square occupied by the furniture)

Markus Darwath wrote:There is a slight difference though. The Dwarf opening a door with a monster immediately inside isn't attempting to occupy the square the monster is in and being halted/rebounded with opaque matter in between. Basically, it could be seen as a question of whether the hero has time to observe the whole room in the instant that he leans through the wall and finds himself with a facefull of monster. Again, seems like a Zargon's call kind of situation depending on the playing style of the group. I could even see someone going as far as using the hero's MP as a basis to decide how much they're able to notice in that situation. Certainly if this were a complex game like D&D the scenario would call for a skill check to determine how much was noticed besides the monster.
I can say that IRL I'm not very good at the game of briefly glancing at a picture and being able to identify what was in it. But again, that leans into the basic question of how much immersion/role-play does the group want in the game, given that HQ is a board game, but is also a dungeon crawler. Presumably, players are choosing HeroQuest precisely because it has a different feel vs. something like Sorry or Monopoly.


I think this is over-complicating the situation.

There is no suggestion that the time spent looking, or any other aspect of the looking function, would be any different whether through an open door or through a wall whilst under the influence of this spell, and the rules already state that other figures do not block seeing.

The Dwarf under the influence of the spell, like the Dwarf opening a door, isn't necessarily attempting to occupy the square the monster is in, he may choose different next steps depending on the outcome of the looking, but initially he is just looking. And the opaque nature of the material is irrelevant as he has already poked his head through it to look and under the influence of the spell he won't be halted/rebounded in his attempt to look, only to move onto the occupied square and we don't yet know whether he will attempt to do that. I don't think you can change the rules for the "looking" aspect based on what the figure may do, or may not do, next following the outcome of the looking. This seems illogical to me, what you see being based on what you choose to do after you have seen.

For me ideas like using the hero's MP as a basis to decide how much they're able to notice in that situation, whilst any house rule can be applied by an EWP at their own table, are too complex to be included in a HQ basic game, and to include them whilst under the influence of this spell, but not include them when looking around a figure in any other situation would just be introducing an inconsistency.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Editions: 1989 Original Edition (First Edition [FE] and Second Edition [SE]), 1990 Remake [90], 2021 Remake [21]

HQ Golden Rules Rule Fixes based on Original 1989 HeroQuest.

HQ Common Notification System to identify squares on the board


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Re: Pass through rock - furniture and monsters

Postby Kurgan » Saturday January 20th, 2024 3:24pm

The companion app is broken right now (v.2.0-2.1), so it's not the best for comparisons: it won't let you pass through monsters at all (but you can still toggle intangible furniture and pass through them without any special effects on... and treasure chests never impede anyone's movement!). The Elven Cloak of Passage in the app would seem to indicate it should work exactly like Pass Through Rock (but for three turns instead of one, and only for the Elf as it gives the generic "no line of sight" error message if anyone else tries to use it) and yet within the app the Cloak won't let you pass through stone blocks... only walls and doors, while the Pass Through Rock Spell/Scroll will let you pass through those too.


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Re: Pass through rock - furniture and monsters

Postby TheLastChaosWarrior » Wednesday January 24th, 2024 12:05pm

I just wish they would add a feature to get the Heros back to the finish door after the Quest is finished finished without having to manually move each one all the way back to the start. Very tiresome.
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