Kurgan wrote:For me the chest mechanic is easy. You search for treasure and get what's in it. If it's trapped, you get hit by the trap (unless you search for and disarm first) but also get the loot (assuming it didn't just kill you). That's according to the NA rules.
Whilst that is a valid way to play*, with search for traps in a room including finding traps on chests and search for treasure in a room including the chest contents, for me, and it may just be my own experience of starting from First Edition, this turns chests into just another piece of furniture, as whether the quest notes state that a chest is trapped or contains a bag of 100gc or both, plays out exactly the same as if the room is trapped or contains a bag of 100gc or both.
Personally, Treasure Chests have always been special, eyes light up when a door is opened revealing a room with a chest, "ooohs" escape lips, cunning plans on how to ensure your hero is one to claim the loot are formed, whilst insisting that it doesn't matter as we are all on the same team (that claim feels much more satisfactory when issued with a heavy pocket), other pieces of furniture like a table just don't have the same fun value, so reducing a chest to just furniture isn't a positive.
*perhaps a little pedantic, but this isn't strict NA rules either as under NA rules there aren't any instructions for disarming chest traps, the chest trap section refers the reader to the disarming traps section and that covers standard "floor" traps and not chest traps, so strictly speaking anything in this area is interpretation, assumption or home brew.
And it is perhaps interesting that the treating a chest like a normal piece of furniture interpretation is present only in the North American edition, European First and Second edition, Japanese edition and even Advanced HeroQuest treats chests using distinct rules to general searching, in terms of needing to be adjacent, opening the chest and so on, NA rules are unique in this respect.
My preference is to continue to ignore the NA aberration and treat chests as their own entity, you search a room and get the treasure (ignoring any chests) and independently you handle a chest through opening from an adjacent square mechanism and get the loot (handling the trap if one exists)