by Bareheaded Warrior » Thursday August 11th, 2022 8:52am
Further update following a year of play testing
For me, the real issue with the “Traps on the other side of the door” logic isn’t that it feels unfair (although that is true), it is more that it feels unintended. I don’t get the feeling that the designers of the game set out with the intention of creating this situation, they simply wrote the searching for traps rules and this situation surfaced through play as an unintended consequence that they highlighted in the rulebook so that players would have some guidance on how to handle the situation when they inevitably uncovered it.
I see this particular unintended consequence as negative and for me it indicates yet another flaw in the searching for, and general handling of, traps rules so I propose a re-write to eliminate this issue and hopefully various other issues with trap searching, some examples listed below, I would be interested to hear if there are other issues that I haven’t included with searching for traps and whether they have been resolved by my proposed change;
1. ‘Traps in a row’ flaw - You can search in a single square width corridor and find (without having to handle) numerous traps, even though it would logically be impossible to get to the subsequent trap squares without having dealt with the first one in some way – this could be resolved by stating that your search ends with the nearest trap found within your search area, this logic is used in certain Quest notes but perhaps should be a standard rule rather than an exception
2. ‘Poorly defined inconsistent search area’ flaw - Search area isn’t really defined (aside from the searching for traps in a room bit, i.e you have to be in a room to search for and locate a trap in a room), it isn’t clear whether you can be in a room – in the doorway for example – and perform a trap search and locate a trap on the (adjacent to you) first square in a corridor which is inconsistent but not prohibited expressedly as far as I can tell and the search area in a corridor isn’t well defined but I assume it is a single ‘straight stretch of any length’ but there is no information around standing on a corner or other intersection between two corridors and searching both simultaneously – this could be fixed by defining the search area but see below
3. ‘Assumed movement ignore movement limits’ - The assumed movement inherent in a trap search can be up to 25/26 squares long despite your maximum movement being 12, outside of potions, spells etc this is made even worst by the fact that you could, for example at a junction, presumably use your action ‘search for traps with assumed movement covering 26 squares in one direction and then roll and move up to 12 squares in another direction, your figure covering a total of 38 squares of movement (assumed and actual or more 42 I think if you consider the area of larger rooms) – this could be fixed by limiting assumed movement to a maximum of 12 squares (or a lower figure such as 6 squares) but see "limiting the search area" below
4. ‘Unrevealed Monster’ flaw - The assumed movement could cover a t-junction that has unrevealed monsters along the other arm of the T, you can discover traps through your assumed movement passed the junction but would fail to reveal the monsters that would be revealed if the movement was not assumed – limiting assumed movement would reduce the likelihood of this occurring but it would still be possible, paradox warning - you would need to search (and move – assumed not actual) that would result in the monsters being revealed and having revealed the monsters you would be unable to perform a search due to the presence of the monsters uncovered during your search
Limiting the Search Area
I could, and many better minds before me on this forum have tried to, better define / limit the search area, some examples below.
Limiting it to a maximum range / squares covered of 12 – your maximum movement - potential flaws in this is that 12 squares isn’t enough to cover some larger rooms in their entirety so you can either ignore that inconsistency, break larger rooms into smaller search areas – nasty, especially in terms of keeping track, or rule that a search of a larger area takes multiple turns – again increased complexity, what happens if a monster walks in halfway through your two-turn search, does it get abandoned, can you restart the second half of your search after you have killed the monster – again nasty).
Limit it to a lower figure, after all 12 is your maximum movement and you would imagine that movement whilst searching would be slower, for example let’s say 6 squares - this reduces the unrevealed monster problem (it still exists, but is less likely to occur), but doesn’t resolve the multiple traps in a line and increases the problems given above as the number of squares covered is reduced
Special Search Rule for Traps behind doorways – smacks to me of putting a Band Aid on a cut instead of treating the underlying symptoms (that is a shockingly poor metaphor!)
Attempts that I have seen so far to resolve these issues by trying to limit the search area, feel inelegant and complex. Applying quick fixes to mitigate the worst of the issues, like ‘search only finds the nearest trap’ and the ‘search behind the door from the doorway’, do work, but feel like patching up the holes in a leaking roof when a new roof is what is really needed (better metaphor)
The whole ‘search for traps’ logic for me feels very artificial, both thematically checking for traps in your path (or on a chest that you are about to loot) makes sense but you would think for Heroes with any experience and likely to survive long enough to get any experience the check would be automatic (NOT automatically successful, that would render traps pointless) but also in terms of the rules as written with the awkward ‘declaration’ mechanism and the Zargon indicates a dodgy square but no marker is placed, nothing similar is used anywhere else.
After all why would you search an entire room (or for that matter the other side of a two-square wide corridor) for traps if you aren’t moving through those squares (moving through those squares solely for the purposes of uncovering a trap sounds daft – “the trap in the corner of the room got me!”, “what were you doing in the corner of the room?”, “searching for traps!?". “Searching for treasure” makes a far more understandable response.
You search the path that you are travelling, room or corridor, and if you are searching a room (for example for treasure) then again you would search the path (of assumed movement) that you are taking as you search for treasure (and that path wouldn’t necessarily cover every single square in a large room, I would imagine that you are likely to focus your treasure search around features, furniture, fallen monsters and the room edges - walls - rather than the empty expanse in the middle)
My Proposal
Note: please reserve judgement until you have read it all, brace yourselves!
• Scrap the Search For Traps action
• Upgrade/Modify the Disarm Traps action to be a Detect & Disarm Traps non-action like ‘looking’ or, if you choose to, 'opening a door'.
• Expand this Detect and Disarm option so instead of being limited to only the Dwarf (or a Hero with the Toolkit), it becomes an option for ALL Heroes, but the Dwarf (or a Hero with the Toolkit) is better at it. This gives non-Dwarf Heroes something else to do, increases the reasons for buying the Tool Kit – and makes in useful for the Dwarf too.
Movement & Traps
When stepping onto a square as part of movement, your Hero checks for traps automatically and if one is present, indicated by Zargon, then they must immediately roll to ‘Detect & Disarm’ the trap (this can simply be referred to as ‘Disarm’ but I’m calling it out to make it more obvious)
This is a single roll that covers both the chances of them spotting the trap before triggering it and if they do spot it, the outcome of their attempt to make it safe – failing either, results in the same outcome, the trap being activated.
Roll a red die* if you score 5+ then you have successfully detected & disarmed the trap and it is now a safe square, otherwise you have activated the trap and suffer the consequences.
* I have a principle of using combat dice for combat, or other situations in which the outcome of the dice roll directly results in the potential loss of Body Points, and the red dice for anything else such as movement, jumping and this situation
• The Dwarf due to his unique skills around underground movement and mechanisms gets a +2 to this roll.
• Anyone (including the Dwarf) equipped with the Toolkit, gets a +1 (reflecting the fact that the toolkit may not help detect – possibly – but will help disarm).
• These are cumulative so Dwarf with Toolkit will be successful on a roll of anything but a 1.
• In Quests where the notes state that traps in the Quest are particularly well-hidden then make this a 6 for success rather than a 5 or 6
Searching (for Treasure) & Traps
Searching for Treasure (in a room) involves movement (although it is assumed) so if you are searching for treasure in a room that contains one or more traps, Zargon will move your figure onto the trapped square (the nearest if more than one exists) and you must deal with the trap as above, either outcome ends your turn and the search, allowing another Hero on their turn or your Hero on a subsequent turn, to perform a search ‘attempt’ on the room again.
Only one successful search can be performed on a single room (related to my house rule ‘one search per room limit’ NOT ‘one search per Hero per room’ discussed elsewhere on this site) but that successful search may comprise of a number of search attempts depending on the presence and number of traps.
Chests and Searching for Treasure and Traps
The astute will have spotted that, as you never actually step onto a square that has a chest on it, then the above rules don’t adequately cover trapped chests so…
Some of the trap placement in some of the official quests indicates some confusion around handling chests in relation to searching for treasure and traps as a result of this I have already excluded chests from the general (treasure) search and introduced a new action “Loot (a chest)”
Looting is the action that is used by a Hero when adjacent to a chest, to open the chest (probably force open as I assume chests are typically locked) and retrieve the contents.
This action is automatically successful, no roll required, however if a Hero attempts this action against a chest that is trapped then Zargon will inform them that the chest is trapped and they will need to make a ‘Detect & Disarm’ roll as indicated above.
Note: whether the ‘Detect & Disarm’ roll is successful or not, the contents are still retrieved so rest assured they will be secure on your corpse if the trap kills you!
= white skull, one "hit"
= black skull, one "hit"
= shield, cancels out one "hit"
Editions: 1989 Original Edition [89], 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
Rewards: