Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Ethica wrote:1)Potions
On the potion of healing card (and some others) it says "You may drink the potion at any time". It doesn't make sense that a character would be able to quaff a potion between being attacked by a number of monsters on the same turn I think.
Ethica wrote:2 Traps Through Dooways
In some of the main game quests there are pit traps the other side of doorways.
Would a character need to check specifically for a trap the other side of the door and move on their next turn? There's no rules about this. It would make the game less exciting if everytime a character goes through a door they have to cut their move short and do a trap check. Or, if these traps could not be found by searching characters could not avoid falling into them (a bit unfair, though maybe sometimes hard cheese is ok)?
Ethica wrote:3 Throwing Weapons
According to the rules- When you throw a spear or hand axe you lose it.
I don't think this makes much sense either. Why would you lose it? Surely you would just go and pick it up, or pull it from your victims body?
We play it so you can re-use thrown weapons, I don't see anything wrong with this. The location of the thrown wepon is marked with an upside-down tile. Monsters can also pick the weapon up and throw it back, if they have the intelligence to.
Ethica wrote:ALSO
The rules are ambiguous about when you search for secret doors and traps, whether this is 2 different searches, 1 for traps and another search on another turn for secret doors, or 1 combined search which reveals secret doors and traps on the same turn.
Users browsing this forum: CommonCrawl [Bot] and 1 guest