Make a small donation to Ye Olde Inn!
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.



Make a small donation to Ye Olde Inn!
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.
Goblin-King wrote:That sure takes the fun out of Pass Through Rock!
It's funny though... In all the years I've played I don't really recall this ever being a problem.
I'd say Blackthorn got it right a while back. In case you end up in an illegal square that is NOT wall, simply move the caster to the nearest legal square.




Jafazo wrote:Old subject but I'd hanle it like this...
The Hero casts Pass Through Rock, here we go...
He CANNOT pass through monsters or furniture. All standard movement rules still apply. in my opinion, the spell does precisely as it says and allows the hero to (in addition to standard movement rules) pass through solid rock. If he were surrounded by monsters on all sides, he can't move, otherwise you grant Pass Through Rock the performance of Swift Wind. The Hero also can't move through furniture as per standard moovement rules.
Now we get to actual movement. I handle it on a square by square basis. The hero moves his piece one square and each time he does, Zargon responds. If the Hero can see anything, objects are set up accordingly (monsters, furniture etc). If the hero steps onto a trapped square, the trap resolves, possibly ending his turn. If the hero moves into a square that Zargon knows is occupied by any object the hero normally can't share a square with (monster, furniture etc) Zargon simply tells the hero, "You cant move there" and the hero must return to his previous square and select a new path.
So the answer is simply... the hero shouldnt be moving into squares he ordinarilly cant occupy. Its Pass Through Rock, not Pass Through Whatever You Feel Like. Moving into legal squares and all that mumbo jumbo shouldn't be happening, at least not in my games.













cynthialee wrote:Getting behind a gargoyle in a hallway could be an important move if the caster is blocking line of sight for another hero.


knightkrawler wrote:One of the first changes I made for my revisited ruleset is that for spells, the target must only be in the same room or hallway section as the spellcaster, not in direct uninterrupted line of sight.


Users browsing this forum: No registered users and 1 guest