5/18/2023 0 Comments Gloomhaven trapsIt is like an inflexible GM who tells you that if you aren't a thief with a disarm traps skill, you can't disarm the trap, period. In Gloomhaven, the rules tell you how it can be disarmed. In a RPG, you might ask for descriptions of the trap and try to figure out some creative way to disarm it without getting hurt. In order to achieve your goal, you are willing to fight more enemies trying to kill you, but you aren't willing to get hurt by a trap? Somebody (probably the Brute) says, "It doesn't look that bad, I think I can take it" and walks into the trap. If you didn't have any way to jump over it or disarm it (pushing an enemy into it is a way to disarm it, but attacking it is not), you still had a way to deal with it. Excited for scenarios to be more challenging and rewarding with real traps!įrom a role-playing perspective your choice was to give up on your goal and go home as failures, or deal with a trap somehow. Were we wrong to allow it? Do we have to just suck it up and take the damage if there's no other way through?Įdit: Thanks all for the help - we messed up, but at least we learned. I later searched for rules regarding destroying traps and obstacles and couldn't find much. They ended up grabbing the chest just before our brute cleaned up and ended the scenario. We again 'house-ruled it' and said the table had 3HP. They produced a move 4 bottom card and an attack top card and declared that they would destroy the table before moving. The only way they could get there would be to move 4 through the table. In the third room on the last round our mindthief wanted to go for the chest before the scenario ended. Our spellweaver 'killed' one quickly and we pushed on into the final room. We agreed on a quick house rule - traps have 2HP. We didn't want to interrupt our flow mid-action to check rules or FAQs (there are already a ton to learn and we were doing well so far). After a brief discussion, we felt that it would be hard to justify our guys willingly walking into them in-character. Playing as the mindthief, brute, and spellweaver, we didn't have any cards to defuse or remove the traps. Monster AI flowchart v1.My group just finished Scenario 1! (Go us!!!) When we killed the last enemy in the second room, we hadn't triggered either of the traps blocking the door yet. Gloomhaven Into the Unknown Scenario Book Solo scenarios & items Ĭondensed rules reference įrequently Forgotten Rules reference No Pun Included (NPI) promo scenario v1.1 Warning - spoilerific!Īchievement stickers v2 Ĭapital Intrigue scenario 1 Ĭharacter ability cards and full integration of more or less all other TTS Gloomhaven mods' content.Ĭomplete-ish source files for this mod, including original PDFs, cut-up individual transparent images, Lua code, etc. * Various tweaks to make it Just Work (and help prevent spoilers) * Unlockable content separated from starting content * Tri-color Bar Keep (red / blue / yellow) for HP bars, with wide variant option * Stateful, infinite-bag map & terrain tiles * Special conditions for opening envelopes form * Official FAQ (redacted version) unredacted (spoilerific) version in locked chest inside unlockables chest (pending componentization) * Monster trackers for regular / elite and # * Monster stat sheets w/ integrated stateful sleeves (level 0 is the highest state #, e.g. * Gloomhaven visiting board w/ sanctuary donation counting bowl * Character & monster envelopes w/ minis, sleeves, etc. * All content reuploaded to Steam cloud for faster & more reliable loading * 4-player table w/ two hands per player, extended & colored player areas * Into the Unknown (w/ staging pre-prepared, WIP) New, customized, and/or added content vs other mods Just create your characters, set up the first scenario, and enjoy. It's fully playable, and starts already set up for your first campaign. A lot is WIP, but it already includes all available TTS Gloomhaven content - and then some. The intent is to be a 100% complete Gloomhaven mod, focused on quality of life improvements to make the gameplay easier & faster, and making unlockable content unlock naturally (rather than being based on not reading parts of the page or cross-referencing lookup tables). This is a remix and customization of multiple other mods, content from BGG, and custom content. How is this mod different from all other mods?
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