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Why buy the tool kit?

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Why buy the tool kit?

Postby Gomcse » January 27th, 2018, 10:36 pm

Teleport trap! I LOVE that! Stealing it. Thanks.
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Re: Why buy the tool kit?

Postby j_dean80 » January 27th, 2018, 10:45 pm

Gomcse wrote:Teleport trap! I LOVE that! Stealing it. Thanks.


There's a teleport trap in Wizards of Morcar.
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Re: Why buy the tool kit?

Postby Gomcse » January 27th, 2018, 11:33 pm

I don't have WoM. Now I'm a sad panda. I want... everything. I guess I can download the pdf... But I want the originals! LOL
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Re: Why buy the tool kit?

Postby mitchiemasha » February 28th, 2018, 4:44 pm

Revisiting this as the Tool Kit is causing me much agro on my v9 mods about to drop. Taking the most time in thought, how to play it? So many possible interpretations from the various versions and editions of the rules.

Original UK Card wording
This tool kit enables you to remove any trap that you find.
Roll one combat die. On the roll of a skull the trap goes off and you lose 1 body point.
Once you have rolled the trap is removed.
Cost 250 gold coins

how about adding Treasure deck traps? Seriously increasing the value of the Tool Kit. Adding a reason for the dwarf to buy it too. The card does say "you find".
Theme it. You act quickly to avert the hazard, cutting, weighting what ever is required to not be hurt, unless rolling a skull.
"The click of the latch alerts you to your error”
“Clanging chains can only mean 1 thing”
“A sinking flagstone under foot is clear warning”

Currently Pit traps are played.
If a Hero searches for traps, place the trap facedown on the board. To disarm with a Tool Kit a hero moves on to the tile and rolls the check. Once sprung a trap can't be removed (hence the need for rope)!

I'm considering only placing them face down if a hero has a map or paper and quill from armoury, otherwise it's the US ed, point at the dodgy looking square (which always catches me out, so i don't want to lose this). Perhaps... If a hero has a tool kit, they always get to roll if standing on an unsprung trap, even if not searching, as long as no monsters are present.

Disable traps as a skill works differently. More in tune with Original EU Dwarf Card
Disable Traps: Remove a trap you find during your trap search.

One thing we always overlook when thinking about the Tool kit... If you found the pit trap and failed the roll, it isn't falling in the pit that takes your Body point. The trap is still removed but triggered. It's messing with the mechanics to disarm it, in which ever square you happen to be on or where you were during your search, that loses you the body point.

Now i think about it, the original UK rules were perfect before they changed it. So removing a trap isn't an action. It's part of your search action, if you have the skill or a tool kit.
Disable Traps: Remove a trap you find during your trap search.
Tool Kit: Remove a trap you find during your trap search, roll to check to see if you lose 1 body point.

Simples!!!


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Re: Why buy the tool kit?

Postby wallydubbs » March 26th, 2019, 7:58 pm

I've read it said on here that nobody really buys a toolkit, as the Dwarf has the inherent ability to disarm it. At least in the North American version there's the possibility of failure. Even so, his ability surpasses that of any hero with a tool kit.

In one of my groups the Wizard actually bought a Toolkit because he very rarely engages in combat and wants to be more useful to the team. From there, the Wizard would attempt to disarm Spear traps if he's around, because the hero still has to roll another skull if they fail to disarm, while the Dwarf takes the pit traps and falling block traps.

I'm also implementing the mod, for Wizards of Morcar (and in particular the Fire Mage quest), instead of Fireburst traps going off as soon as the hero enters the room, the hero must either step on the space it is in in the quest map, or search the room for Treasure. However, if the Wizard searches for traps, he will be able to sense the magic at work and warn the other heroes, so they can set it off and clear out before it explodes.

Also, in regards to the Dwarf. Though he has a superior disarming ability, if he buys a Tool Kit, he can automatically disarm the trap without rolling... but it still costs an action.


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Re: Why buy the tool kit?

Postby The Admiral » April 6th, 2019, 4:50 am

I play my own house rules for trap disarming and the tool kit. Every Hero has an inherent trap disarming ability. They must roll that number or above to disarm a trap. Generally it is Barbarian 6+, Wizard 5+, Elf 4+, and Dwarf 3+. Humans are 5+, but specialists such as Rangers and Rogues would be 4+ and 3+ respectively.

A tool kit gives the Hero a -1 modifier to the dice roll, so that even a Dwarf with the tool kit has a chance to fail, although I allow my Dwarf to train to become a 'Trap Master' which gives him 1 re-roll per quest for a failed attempt.


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Re: Why buy the tool kit?

Postby Bareheaded Warrior » March 21st, 2022, 5:18 am

I too play my own house rules for trap disarming and the tool kit. Every Hero has an inherent trap disarming ability. They must roll that number or above to disarm a trap. With all the Heroes getting the base 4+ roll to disarm and the Dwarf getting 3+, a toolkit used by anyone adds 1 to their roll.

However I don't have searching for traps in my rules, you find a trap by either stepping on it during movement, or through searching (generic "search" action) in a room in which case your figure is placed on the trap square, either way you are on the trap at that point and have no option but to attempt a disarm, failure results in the trap springing.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
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