dragon5145 wrote:You right that, even I don't like the idea of spotting traps from way down the hall, but at the same time don't care for the idea that you can spot the trap and attempt to disarm it at the moment you stepped into the space without any inkling something is there before hand.
The side of a square on the HQ board represents an in-game distance of roughly 4-5ft so there is more space than you might imagine but that aside picture the popular moment in a book or film where the lone hero steps on a hidden mine with an ominous click but manages to retain sufficient awareness not to step off, or who moves with such caution and sensitivity that he feels the tension of the tripwire against his leg before applying enough pressure to set it off...
dragon5145 wrote:As for when traps are placed on the board is related to the edition you are playing, I am not very familiar with the UK edition but I think early on traps were placed on the board at time of search and spear traps were considered disabled. NA rules don't place the traps on a search but the locations are pointed out
Yes but in all editions at the point when a hero looks into a room or passage for the first time and the contents are laid out on the board, traps and secret doors are NOT laid out on the board, because they are NOT visible, at least not at that point.
dragon5145 wrote:secret door tile are placed on the board on a search for them just not considered open yet.
And yet there is no tile for a closed secret door, only an open one.
dragon5145 wrote:I just wish you had made the notification of finding the trap on an adjacent or "next to" (your terminology from HQ golden rules).
Bear in mind that we are discussing the three "standard" trap types from the basic game the Pit, Block and Spear traps but expansions introduce many new trap types, a lot of which fall into the "no tile" category (triggering them doesn't result in a tile or marker being placed to represent a "feature") like a Spear Trap. If you always find a trap that is on an adjacent square and it is of the "no tile" category then what is the point of making a disarm roll, whether the disarm roll is a success (and the trap is made safe) or it is a failure (the trap triggers and affects the adjacent square which neither you or anyone else can be occupying) the end result is exactly the same...which is why searching for a Spear Trap under the classic rules renders it harmless (a rule that many people don't like) because if disarming happens from an adjacent square then there is no point telling a player to make a roll when success and failure outcomes are identical)
dragon5145 wrote:First for me it more closely resembles the NA by allowing the character declare their attempting (cosider declaration a free action)to disarm (action) before they step on the trapped square.
Something which can only be done in a scenario where the trap has already been found and that the hero has the ability to disarm it, in that scenario why do they need to declare that they are moving onto the trapped square in order to disarm it, what other good reason would there be for moving onto the known trapped square?
dragon5145 wrote:Second it opens more options for the player, if low on health the can either stop their movement, or if possible in the double corridors they could go around. If they can and choose to go around they can choose to let the hero mark the trap location as long as the are still "next to" it, can be used as a precaution for if other players forget.
Consider the simple scenario of a double-width passage that the players have to go down on their way to fulfil the objective of the quest. Two squares side by side, the one on the left is safe, the one on the right is trapped.
Whether the trap is located in a position that blocks progress or a position that can be avoided, isn't player choice, it is the choice of the quest creator. The player choice in this situation is whether they move onto the square to the left and miss the trap or move onto the square to the right and land on the trap.
The process of searching for, finding and choosing not to disarm a trap and then hoping that players remember where it is (the official rules do not include any marking!) and don't accidentally stand on that square on the return journey (50-50 chance for any given hero) is just a very long-winded and drawn out way of pretending that you are giving players a meaningful choice, when the chances of any given hero stepping on the trapped square in the first place were the same 50-50.
Even if you house rule to allow a "suspicious square" marker to be placed, then you are just giving players the choice of avoiding taking damage through traps (if they remember to search*) simply because they are low on health, but that will result in them never dying...which makes the game dull. Taking the chance of opening a chest when you are battered and bruised and on your last BP, desperately hoping that the chest you are opening contains a Healing Potion and isn't trapped is what it is all about!
*And why do you need to remember to search for traps, surely any experienced adventurer can be assumed to be checking for traps at all times (unless distracted by a more imminent threat like a charging monster)?
(petulantly): "I'm not stupid, I'm perfectly aware that dungeons contain hidden and devious devices that might severely maim or even kill me if I don't check for them, but I'm choosing to assume that this particular passage is safe"
(smirking): "Tell me, how long have you been an adventurer?"
(defensively): "Well this is actually my first quest..."
(smirking): "Really, you can't tell"...gestures forwards with a sweep of his hand..."After you...Elves first!"dragon5145 wrote:Other wise you could just as easily do away with the concept of disarming and call the test a reflex save ala D&D and use the same test rules to avoid damage.
No, because that ignores the possibility of the trap being successfully disarmed thus avoiding any associated feature (the block or the pit) being placed on the board and acting as a permanent obstacle. I consider it as a "detect & disarm roll" because it is a compound test, to be successful you have to both detect it and disarm it, failure to do either results in the trap being trigerred* and you suffering the effects.
*hence the lower odds of success than jumping a pit, if you assume a base 4/6 chance of success for a standard test (like successfully jumping a pit), then for a detect & disarm combined roll you would need to sucessfully detect (spot) it 4/6 AND successfully disarm it 4/6 which is statistically equivalent to a single roll with 3/6 chance of success (approx), but is more efficient as you only need to roll once.
dragon5145 wrote:And yes in my take on your search rules, precludes the ability to find traps through door. I believe the abstucted vision from the smaller stone door archway when compare to the height of the corridors or probable room ceiling, as well as the door it self still one its hinges in the way, more than justifies not being able find the trap.
I'm not really bothered about addressing the "traps behind doors issue" directly, I see that as a symptom of an underlying problem with the search/disarm rules that should disappear when the underlying problem is fixed. After all I'm confident that the search/traps rules were not designed with the intention of creating that scenario, they just discovered it later and pretended it was intentional all along by calling it out in later editions of the rulebook as a feature because it was too problematic to fix (software developers may recognise this scenario as an "undocumented feature")