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Subject: Traps without Save Rolls rss

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Roberto Martinez
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https://boardgamegeek.com/thread/1427888/heros-guide-traps

So, I notice that the Darts Trap Card has no "Unless Save" printed on it.

Does that mean that we can use Magic Shields/Armor and roll defense dice up to our defense value, to negate some of the Hits? Or are we just supposed to take the damage?
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Simone Romano
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Darts Trap makes a standard attack against involved heroes, so they can defend as usual

Thanks

Simone
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Tamas Szabadi
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I didn't follow the latest news about rules and character details (I want to be surprised). Is there any character or skill that can be used to disarm these nasty traps and avoid drawing trap cards or the only way to open them is to suffer the consequences of the trap cards?

Thanks!
 
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Tobi wrote:
I didn't follow the latest news about rules and character details (I want to be surprised). Is there any character or skill that can be used to disarm these nasty traps and avoid drawing trap cards or the only way to open them is to suffer the consequences of the trap cards?

Thanks!


Some characters have skills that can deal with them before they go off.
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Alex Almond
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Quote:
If the drawn card is a trap, the active hero and all heroes within the trap effect range must perform a SAVE roll in order to attempt to avoid it!


Do you always perform a save roll if the trap affects you or only when it tells you to perform a save roll?


 
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Joe Price
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Darkmancer wrote:
Quote:
If the drawn card is a trap, the active hero and all heroes within the trap effect range must perform a SAVE roll in order to attempt to avoid it!


Do you always perform a save roll if the trap affects you or only when it tells you to perform a save roll?


Isn't this what was answered above by Simone? Dart trap has no "unless saved" clause because it does a normal attack that you defend against normally. So that line you're quote would be slightly off, but not necessarily wrong - if the trap doesn't allow a save, then you obviously can't avoid it, ala the dart trap that apparently "hits" if it rolls well enough and you roll poorly enough.

From a purely technical break down of the sentence, there is nothing wrong with it. You *must* perform a SAVE roll to avoid the trap. But if the trap doesn't allow a save, then you cannot attempt to avoid it. However, from an understanding point of view, it's missing the "if the trap allows" for clarification.

And this is why I hate non-computer languages. yuk (And even some computer languages. shake )
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Alex Almond
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rpvt wrote:
Darkmancer wrote:
Quote:
If the drawn card is a trap, the active hero and all heroes within the trap effect range must perform a SAVE roll in order to attempt to avoid it!


Do you always perform a save roll if the trap affects you or only when it tells you to perform a save roll?


Isn't this what was answered above by Simone?


No.

He simply says that the dart trap performs a standard attack. The text space on trap cards is extremely limited the requirement of putting "unless save" on all of them would restrict the amount space greatly, so they could simply skip writing it when they don't have the space.

The save system at the moment involve you rolling a symbol with a 20% - 40% chance, it's fairly random and pointless stuff happens dice roll. If all traps use a save roll by the activating character it's actually worth considering setting up one of the party members as a thief with a skill or two to better the odds with something like a re-roll/extra symbol.
 
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Joe Price
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Darkmancer wrote:
it's fairly random and pointless stuff happens dice roll.


If that's your view, why play?
 
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Simone Romano
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Darkmancer wrote:
rpvt wrote:
Darkmancer wrote:
Quote:
If the drawn card is a trap, the active hero and all heroes within the trap effect range must perform a SAVE roll in order to attempt to avoid it!


Do you always perform a save roll if the trap affects you or only when it tells you to perform a save roll?


Isn't this what was answered above by Simone?


No.

He simply says that the dart trap performs a standard attack. The text space on trap cards is extremely limited the requirement of putting "unless save" on all of them would restrict the amount space greatly, so they could simply skip writing it when they don't have the space.

The save system at the moment involve you rolling a symbol with a 20% - 40% chance, it's fairly random and pointless stuff happens dice roll. If all traps use a save roll by the activating character it's actually worth considering setting up one of the party members as a thief with a skill or two to better the odds with something like a re-roll/extra symbol.


??? Why you are saying "pointless stuff" ? When your next phrase simply explains the importance of the Trap/Save system ?
Having a Rogue in the Party can be a good choice to avoid most of the Traps, to gain more Coins and having more possibilities to get better Treasures...
Shae (rogue) is not combat-effective like a Tank or a DPS, but she grants other game benefits... There are 24 different classes in S&S, I'm pretty sure you will find the ones that best fit your preferences

By the way:

A) The saving throw may vary from 10 to 50% (not 20-40), it's a part of the character game balance, and it is also used for several other things including: resist to enemy powers, performing other tests during the Quests.

B) Some Traps require a Save roll to avoid them, some other cannot be avoided but can be defended, while few other cannot be avoided at all (Unless you are playing Shae the Rogue). As many other factors in the game, most of the Traps become more powerful when your heroes are higher Soulranks.

Personally I love this system, it was inspired by D&D off course and I think it's an important aspect in our adventure game system. The rest is up to you.

Thanks

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