Bareheaded Warrior wrote:I guess this probably is a good moment to summarise, so the situation is, Hero (who is not the Dwarf – at least 3 out of 4, and doesn’t have a toolkit – and lets face it who does?) encounters an unsprung trap that cannot be moved around, common enough in most corridors, doorways and similar.
Two proposed solutions
1. Expand Disarm functionality so that ALL Heroes can disarm a trap (unsprung trap), but the Dwarf and those armed with a Toolkit get a bonus
This creates a significant strategic and logistics change in the exploration part of the game. It's likely to make dealing with traps overall easier, and thus traps themselves become less relevant.
I get your point made in the previous post about too much in one turn, and would add a new amendment to my proposal that attempting to disarm a trap ends your turn whether successful or not (if not it would trigger the trap ending your turn anyway – apart from the Spear Trap but I’ve removed that inconsistency in my own rules anyway)
That would seem a bit more balanced, but could you still do it in the presence of an adjacent monster? That seems like it would be an extreme complicating factor.
2. Expand the SE rules for jumping pits and similar obstacles to cover jumping unsprung traps (as per US Edition-ish)
Need to consider the following:
Odds
In general jumping an unsprung trap and leaving it active is less thorough than disarming it, so the chances of success for disarming must be lower than for jumping
I can agree with this. The basic rules for disarming a trap are on the generous side (other than the inability of a non-Dwarf to do it without tools.)
I could see: Dwarf has 3 in 6 without tools and 5 in six with tools. Others have 2 in six with tools. This still leaves the tool-less Dwarf with the same chance to jump as to disarm, but I feel this is balanced in that a) he's really good at disarming traps and b) he has stumpy legs, so while he's not -worse- at jumping than the other heroes, it does reflect more effort on his part. Also, the only time I can see that a Dwarf would be jumping rather than disarming is if he's low on BP and being pursued.
Trap Types
Need to consider exactly which unsprung trap types can be jumped, and which can’t, are the odds for jumping the same – Spear, Pit, Falling Block, Furniture (these may not all be the same) traps, also need to cover trap in the base game that are present but not explicitly called out – traps that spring when you open a door, the traps that cause rocks to fall from the ceiling/roof but don’t result in a blocked square (I label these ‘Deadfall traps’ in HQ Gold but they exist without a distinct name in vanilla HQ) and need to consider new traps types introduced by expansions – Swinging Blade, Swinging Axe, Wandering Monster Traps and so on. Can those that cannot be disarmed, be jumped?
Unfortunately, these are all issues that Zargon would have to rule on, as the situations already exist if playing NA/remake rules. I would say much depends on how Zargon chooses to interpret the trap's trigger, at least with regard to already published material. Those building new quests should perhaps pay more attention to these kind of details.
Pressure plates or simple tripwires could activate any number of trap types and be easily avoided, but not so much with more complex triggers. Magical triggers would be very unlikely to be jumpable, and may also account for traps that can't be disarmed.
I don't see how one could "jump" a trap that is set off by opening a door, as you'd have to open it in order to have a space to jump to. Likewise, I don't see furniture traps as relevant to jumping. I suppose one could attempt to jump over furniture, but why? I'd think that furniture traps are more based on interacting with the furniture rather than just being near it. (Interesting note; I've always interpreted furniture as items that block movement / figures can't occupy those spaces, but the companion app actually allows it, at least with chests.. haven't tried with tables and such.)
Blind Jumping
Discussed as an option by HQ designers but never implemented, logically if you can jump over a square that has been indicated as potentially trapped, then you can jump over a square that you might have reason to believe is trapped, even if you haven’t searched and discovered an unsprung trap (the obvious example being a square behind a door)
I have no trouble with blind jumping. Again, it would be up to Zargon's interpretation whether some traps would have worse odds or not be jumpable.
Double Jumping
Some trap in expansions, like the ‘long pit trap’ could be discovered and potentially jumped the long way round, that is two squares in width, does a search reveal a ‘dodgy’ floor that is two squares long, what are the odds of jumping it, does a failure result in you being in the first or second square (and can you blind-double jump)
If using a standard game area search, then yes the whole trap would be revealed and the odds for double jumping would be as written. If using a square-by-square full-turn action incorporating movement, as I have suggested, then the search would only reveal the first encountered square as trapped. Basically Zargon stops the hero short as they are about to step onto the trapped square, interrupting their movement at the adjacent square.
(at this moment I have become aware that I haven't really thought about whether finding something automatically ends your turn or if the hero may choose to simply note it and carry on searching).
I suppose one could attempt a blind double jump, but that seems rather random.
Unsprung Traps in Corner
Not actually covered in the US rules although that may be considered ‘rule lawyering’ but need to consider jumping unsprung traps with or without a monster in the landing square(s)
It's not a written rule, but the companion app does allow jumping around corners. It also reveals part of the next hall before you actually reach the junction square, so the monster in the landing square would be revealed before the jump was attempted.