I wasn't suggesting that HispaZargon's proposal was a "loophole", just that it is functionally similar to an existing rule that appears in a small number of official Quests where you search but find only the nearest trap, rather than all traps, in an area. I was thinking that applying that existing rule more widely by making it the standard might be a better way of arriving at broadly the same or at least a similar result, and would be another step towards the goal or fixing or plugging gaps in the official rules which is my current objective as part of the "Polishing the Second Edition" project.
Kurgan wrote:Searching for treasure without disarming all of furniture traps means that you will trigger all of them at once! That's how the base game works and I don't really mind it, but when you are creating your own quests you may want to keep that in mind.
This is correct for NA edition only, other editions trigger a chest trap when you open the chest without having searched for traps first, so individual, as you can only open one chest at a time.
Kurgan wrote:We had a quest where a literal wall of traps was put into a room requiring the heroes to jump over. However by using the "Disarm" action after discovering them they could use this to magically jump over some of the traps and get past them to the end. I don't consider it that much of a cheat since it was more like a lucky roll to jump over, however this scenario probably won't come up very often.
If Zargon ever feels that the heroes are cheating by exploiting some loophole in the rules, that's either the fault of the quest maker (if it's Zargon, he should just get over it unless it really does ruin the entire adventure, ask any good GM what to do) or it's just one of those things he has to make a decision on... what's the most fun that keeps things going?
I know we had a debate on here some time ago about Disarming. I always played it such that you don't have to expend movement squares to disarm a trap, you just automatically drop on top of the square as long as you're in the same room or corridor. Some would interpret "move onto the square" (is that the precise wording?) means that you have to roll enough on your movement dice to actually move up to and then stand on the square and thus any traps you might encounter on the way would trigger and stop you from disarming as your action. I guess that is "more realistic" but if that's a better game experience for you, that's your call to make as Zargon.
I'm just trying to understand this last bit, 'movement' in HeroQuest involves rolling the red dice (for heroes at least) and moving the hero square by square to your destination, so I don't see any reason why moving to a square to disarm a trap would be any different from moving to a square to open a chest or attack a monster, open a door or any other reason, but your house rule/interpretation allows a hero to automatically drop on top of the square as long as they are in the same room or corridor as the trap without expending movement squares.
In a scenario where a hero enters a room, searches for traps and discovers a row of traps across the room from wall to wall, and another trap adjacent to a door at the opposite side of the room, you would allow that hero (on their next turn) to 'declare' a disarm action and indicate the trap by the door on the opposite side of the room, across the "wall of traps", and allow them to port directly over the line of traps without having to disarm or jump any of them? Having used their disarm action (assume it was successful and the trap tile is removed) could they then choose to move as usual afterwards having not expended any movement points? What about the next hero that enters that same room following the first hero, would they have the option to follow the first player and port directly over the wall of traps, or would that option have been prevented by the removal of the trap on the far side of the room by the first player, and they would have to jump or disarm to follow the leader? That would be an interesting situation where successfully disarming a trap would inhibit movement.
Unless I have misunderstood, which is quite possible, it sounds like your house rule has introduced a loophole to be exploited that wasn't present in the original rules, so I don't think I'll be adopting that particular house rule personally.