HispaZargon wrote:In my games, when a hero searches for traps or secret doors in a corridor, I assume he is searching only in the board area between two corridor corners, including the squares just in the corner. This allows the hero to search in a maximum length of 13 squares, which is not too far from their maximum movement squares (12), so I accept it because most of the corridors in the board are much less long than 13.
Would this "splitting the long passageways at junctions" logic apply only when searching for traps and more generally, would it for example affect monster placement or other rules that apply to the 'room or passageway' that you are in, as you would no longer be 'in' the other half of the passageway, if that makes sense?
Whilst this would reduce the very long 26 square passageway to 13 square passageways, which is an improvement, it only mitigates this issue. For example if I move 2D6 squares to end of one of these 13 square long passageway and search (and find nothing), then I covered 20+ squares there and back again. So on my turn bearing in mind max move of 12, average of 7, then I will have covered ~4 turns worth of average movement or ~3 turns worth of maximum movement, which whilst an improvement is still excessive. Maybe consider the search to be one-way movement, for example (if there is nothing to find) then you end your search on the furthest square of the search area, or if there is something to find then on that square.
This would reduce the movement to ~3 turns of average movement or 1 average and 1 maximum.
In addition you could consider making the search 'action' a full-turn action that incorporates movement (as it incorporates assumed movement already) so you wouldn't get to move as well as search but
move and search as your turn.
This reduces the maximum movement on your to around that of normal movement.
HispaZargon wrote:Additionally, if the hero who is searching finds a trap or secret door, I also allow the hero to automatically move next to it or even to the same square of the trap. This makes sense because such hero should have been already there to find the trap/door and it also speeds up the game if he wants to disarm the trap or cross the secret door during his next turn.
This is interesting, if you extend this logic further (and combine it with your 'find only the nearest trap/secret door' rules) and state that movement to the nearest trap/secret door found is mandatory and in passageways, if you don't find anything then you are simply placed at the end of the search area, as above, then you are only one step away from my current ruleset...