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An Open Door "FAD" - Advanced Rule 03: "Fight Any Door" [version0.1]

LOGIC: I've always had a constant gripe since the game was released that it makes you "have" to take a wizard in every party (and try to get the Break Ward spell) just in case a Warded door was encountered. I just really dislike this kind of forced selection in what should be an open-ended game.


CONCEPT: Change the door system to allow access through all doors regardless of party composition.


RULE TYPE: Advanced (custom)


Introduce a Break Value for every door, meaning every door can successfully be broken via Fight attacks


1) Every door will now have a Lock or Ward Value applied to it using the tokens provided with the game. 2) The Break Value of a door is always +1 higher than the Lock or Ward Value assigned. 3) Doors can no longer be destroyed with one hit from a Fight action - the door Break Value defines the number of hits required to break the door. 4) Only one hit can be attributed on a door per fight (though multiple heroes can fight a door per turn). * This system would see that any party composition can navigate a dungeon with the caveat of taking longer. * This adds value to both the Thief and the Wizard as options in a party to expedite travel through a dungeon. More interesting decisions for a player to make! On top of this I would also allow any Petty-magic knowing Wizard to have Break Ward as a default spell. Finally and additionally, I would also still provide a method for a non-wizards to open a warded door. I'd named it as an "Augmented Breach" item under my custom Engineer rules, but it could simply be an item called "Amulet of Warding", with the effect being to still to allow a non-wizard company to be viable in terms of pure navigation without having to break the door. However, I would only allow this new Ward-breaking item as a lesser option to the Break Ward spell (ensuring the skill of a wizard is still valued) and the use of this sort of item would be on +1 Ward Value. So it would still be better than breaking the door as it is 100% guaranteed to work but not just as good as Break Ward. This ward breaking item would also be a default item for one member of a party's equipment. So in effect, for any door in a dungeon you would always have 1 option on how to get through it, but up to 3 options depending on your parties composition and the types of door encountered. Pros: Every door can be opened by members of a party. Increase value of Thief & Wizard in most dungeons. Cons: Adds length to the game unless players mitigate this with multiple Hero attacks. Single doors can become prolonged choke points if combat dice results are bad






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