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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.
mitchiemasha wrote:The question I have... when the dwarf removes the pit trap, is this considered an action, if he moves to the trap, removes it, does that end his movement?
Obviously if playing 1st edition no but what about 2nd?
lucasdp wrote:Well, I have now played two quests applying the "Monopoly jail rule" to pit traps and here's what I observed:
The possibility of losing two turns definitely made my heroes hate and fear the pit traps. Especially poor Miranda the Elf, who sprung three of the four pit traps in Melar's Maze.
While the other heroes didn't just wait for the hero in the pit to get out, as Cornixt predicted, they were sometimes careful not to stray too far ahead. In most cases, my heroes were unable to roll doubles, so they did lose both turns.
Cornixt, you were right that this house rule may slow down the game a tiny bit, but I still want my traps to be more effective and feared, and this accomplishes that. I'm keeping this rule for now, but, who knows?, I may throw it out in the future.
Schmidt wrote:maybe be able to search for traps when you stand in a door way (I always thought that rule is stupid)
cynthialee wrote:...Ideas that come to mind:
More advanced traps that require a Dwarf with a Kit.
Advanced traps that require 2 or more heroes with tools to disarm....
...Traps that require multiple turns to disarm. {Then mid work have a monster wander in and the heroes have to protect the Dwarf as he works with his tools to disarm the trap.}
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