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RECIVS wrote:May I ask how the prospect of playing room encounters in the same way every time looks to you so far?


Onan wrote:the skaven decided to get out of line of sight.
Onan wrote:One side question: The wizard healed the barbarian with "Flames of the Phoenix" from where he is. The spell text talks about a fallen comrade, but apart from that it sounds like a normal healing spell. So I guess no dead comrade has to be around?
Onan wrote:RECIVS wrote:May I ask how the prospect of playing room encounters in the same way every time looks to you so far?
Well, if I win the surprise I will rush, and I think it will be fine. If the monsters win, I will hide them in the corners and let the heroes in.


Thanquol wrote:To be clear, in the wider context for anyone following the thread: yes, it's fundamentally the same Games Workshop Advanced Heroquest game under the hood, but it was manufactured under a strict, conditional licensing agreement.
(lots of legal stuff)
... locking Games Workshop out of the vocabulary and forcing them to abandon the name entirely, prompting the development of Warhammer Quest under their own Warhammer banner. The system didn't stop evolving because of rules or design flaws; it stopped because the vocabulary itself became a corporate radioactive zone.



Onan wrote:Ok, so I'm in the middle of Tobaro's bane,
...
So what happens next? The warlord attacks and moves? But then another skaven could move to the door but could not attack, because all monsters would have to attack before move. So the warlord holds his ground, while the barbarian and dwarf swap places and attack. When the warlord dies, the next skaven moves up and we repeat?
Or should the monsters let the heroes enter? But they have an army of henchmen with them. How would a GM play the monsters?



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