Anderas wrote:It is. The mechanic of it is a beauty but the choice of symbols is a mess.
Agreed. The symbol choice should be the other way round*... And, the mechanic of it is a beauty. At a potential -3Bp, in no way should this be falling directly on to you.
As for those who disagree, I'll repeat myself, it wasn't supposed to be a trap that hurts you, it was supposed to be a cave in that falls behind to separate you and/or block the way back. They're other falling rocks that fall on you, they only cause 1Bp of damage and they don't block the way.
Maurice76 wrote:If they wanted to do that for blocking purposes only, they should have made much more creative use of them .
Maurice76 wrote:What I meant to say was that they'd need to implement it better into the Quest.
I rechecked the original UK Quest book and there's no lack of creativity, they're implemented perfectly in the way I specified.
Melars Maze, the first hero to walk along that top corridor will get separated from the group. Only in a rare circumstance would another Hero be stood on the cave in square as you pass the trigger square. That hero would suffer the potential 3BP and get a choice which way to go if surviving. Less likely to choose to go with the separated Hero if badly wounded form the 3 Cd6, keeping the separation as intended. Ironically, the Hero suffering the 3 Cd6 could of been the player buzzing on rolling a 12, only to realise this fetal error when the next hero passes (but this would be incredibly rare).
Barak Tor, the cave in doesn't happen until the last hero passes, so no trigger square, it falls where it's marked, no one is harmed.
Spirit Blade, these aren't corridor blocking cave ins, no special trigger square, it falls on where it's marked. You risk losing 1BP. They're lots of them. It's an old dungeon, not traps. If you have a helmet, less likely to be hurt. One could also see the roll for these as rocks not actually falling when you pass the roll, not that that matters.
It's worth noting, the trigger square and cave in square don't have to be next to each other, they could be at either ends of the room. Being the UK way creates more possibilities for your own quest designs, without the need for extra rules. In the movies, cave ins hardly ever kill or seriously harm the main characters, they always divide or block the path. The original way makes "much more sense to me". The US way still exists, simply don't use the arrow. PERFECT!
EW Screen wrote: Any Character who moves through a falling block trap square will trigger the trap. The block will fall into the square marked with the arrow, blocking the way.
*there's a good chance they did it the way it is for the simplicity of writing it, as it's wrote on the screen. They couldn't write, a hero that passes through an arrow, arrows are used for other things.