WorldWorksGames http://worldworksgames.com/forum/ |
|
Mk Dungeons question http://worldworksgames.com/forum/viewtopic.php?f=73&t=914 |
Page 1 of 1 |
Author: | Carjack [ 12-19-2004, 05:08 PM ] |
Post subject: | Mk Dungeons question |
I'm going to be using Chunky Dungeons for a MK Dungeons game. On the regular MK maps and tiles, a Wandering Monster token converts into a Mage Spawn when you get on the same tile with it.(unless your hero has a special ability that avoids this) When using a 3D dungeon, either Wizkids' plastic ones or the quality Worldworks sets, how close to a hero does a Wandering Monster token have to get before you convert it? Someone on the RPGnet boards said adjacent, but then the Stealth special ability kinda goes out the window. Anyone? ![]() |
Author: | PaperCut [ 12-20-2004, 07:58 AM ] |
Post subject: | |
We've done this a few ways: -When you lay out the map, and before you place tokens, agree on where the 'rooms' are and count those as tiles. -If that's problematic due to design, place props or tiny markers on areas you want to define as tiles. -The rule *I* like best is any token activates if it gets within 3 squares with line of site of any character. I love getting a character with a good move rating, activating critters for a nearby competitive party and then running away. ![]() Hope that gives you some ideas! |
Author: | Hisst_Ka [ 01-10-2005, 07:07 AM ] |
Post subject: | |
I use the 3" rule as well. Some rooms are fairly clear cut though and we use standard rules for that. I also like to have rooms with "hiding spots" like many pillars where the activation occurs 2 squares away... Chunky D has been a huge hit for the MKD crowd here, now if only Wizkids would give it more support. |
Author: | Emberquick [ 01-13-2005, 06:32 AM ] |
Post subject: | |
Author: | Hisst_Ka [ 01-13-2005, 06:46 AM ] |
Post subject: | |
Page 1 of 1 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |