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3 years ago ::
Oct 05, 2010 - 6:41PM
#1
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Date Joined:
Jul 20, 2010
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While the Castle Ravenloft board game is a great concept and fun to play, the rules leave much to be desired for veterans of D&D 4.0. There's a lot of situations where the necessary rules are left ambiguous or aren't even written at all. What houserules have you found to be necessary to either fill in rule gaps, better define existing rules, or bring the game more in alignment with regular D&D? Here's some of the ones posted so far. Some of these have been submitted to WotC Customer Support as well. I've noted, where available, whether the stated rule is completely a houserule (HR) or if it is a WotC-supported interpretuation (WotC) of the rules.
- Level increase includes full healing, to new max HP. (HR)
- Teleporting (Fey Step) not affected by Immobilized. (WotC)
- Long-range (2+ tiles) attacks are not restricted to line-of-sight. (WotC)
- Monster movement "by tile" results in the monster landing on the skull pile. (HR)
- When monsters move "by tile" they land in a sqaure specified by the player. (WotC)
- The forced movement of Tunderwave is equivalent to a D&D 4.0 "slide". (WotC)
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3 years ago ::
Oct 06, 2010 - 3:10AM
#2
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Date Joined:
Jun 10, 2010
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The square a monster ends up on when it moves X number of tiles isn't specified, so we move them to the squares with the skull piles.
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3 years ago ::
Oct 06, 2010 - 8:19AM
#3
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Date Joined:
Jul 20, 2010
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The square a monster ends up on when it moves X number of tiles isn't specified, so we move them to the squares with the skull piles.
We've always run this as "player's choice", but that's a good gap-filler rule too.
Another point along these lines should be made regarding the Thunder Wave power. The regular D&D power (PHB p. 159) specifies that the forced movement is a push, but this is not mentioned in the CR power card. We've been handling this as a slide so far, but should probably rule it a push.
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3 years ago ::
Oct 06, 2010 - 4:41PM
#4
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Date Joined:
Jun 10, 2010
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Nah, I wouldn't make it a push just because it's that way in D&D. There are plenty of Wizard powers that slide, and some that pull. It's not necessary to include all of them in Ravenloft, though, when they just made Thunderwave a slide.
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3 years ago ::
Oct 07, 2010 - 10:30AM
#5
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Date Joined:
Jul 20, 2010
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Nah, I wouldn't make it a push just because it's that way in D&D. There are plenty of Wizard powers that slide, and some that pull. It's not necessary to include all of them in Ravenloft, though, when they just made Thunderwave a slide.
(Emphasis mine.)
That's just the thing - they didn't "make" Thunderwave anything, in CR. The power just says something to the effect of "move the target 1 tile". It doesn't specify any of the D&D 4.0 terms like slide, push, pull, teleport, etc. Nor does it include any verbiage to specify directionality or lack thereof. So, the effect of the power is left totally open for interpretation.
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3 years ago ::
Oct 08, 2010 - 9:17PM
#6
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Date Joined:
Jun 10, 2010
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I think it's pretty clear. It says you move them 1 tile. It doesn't give any restriction on direction. It doesn't say Push, Pull or Slide because it doesn't need to. I think it's important to keep in mind that, while it may be similar, CR is not 4E. Imagine if you were playing CR without ever having played 4E. Would you still think there was any question about how Thunderwave works, or would you just move them one tile in the direction you chose?
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3 years ago ::
Oct 11, 2010 - 11:45AM
#7
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Date Joined:
Jul 20, 2010
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Here's some responses I've received from WotC Customer Support.
Regarding rests and hp regeneration while leveling up, in D&D 4.0:
In game terms, though, as soon as characters gain a level, they can use their new capabilities There is no rule that states that HP is gained or powers are refreshed upon leveling up.
I don't think I've mentioned in here, but the whole houseruling of HP regeneration had been due to a presumed requirement of an extended rest before leveling up in D&D 4.0. Apparently, neither is true - no rest is required, no HP regenerated. So, if you stay in line with the rules of CR and D&D 4.0, there's no HP refill for leveling up.
Regarding forced movement via Thunderwave:
Question: Is Thunderwave a push, pull, or slide in Castle Ravenloft? Answer: It is none of these things as they don't exist in Castle Ravenloft. You can place the Monsters to any open space you like on the appropriate tile.
Question: Also, when monsters move between tiles (and not to specified squares) either voluntarily or by forced movement, where do they land - is it player's option? Answer: You may place them wherever is most beneficial to the players.
So, if you were to correlate the forced movement of Thunderwave in CR to D&D 4.0 terms, it would be a slide. And, you can slide the monster to any space of your choice in an adjacent tile.
Regarding Fey Step:
You can use Fey Step even while immobilized.
Regarding attacks with range of 2 or more squares:
Question: Are traditional "line of sight" and/or "line of effect" required for attacks with a range of 2 or more tiles, like Magic Missile? Answer: No, these rules are not part of Castle Ravenloft.
So, it looks like Magic Missile (and any other attack with such range) can make any twist or turn you want it to on its way to the target.
I'll update my initial post to reflect all the submissions thus far, and also the WotC responses.
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3 years ago ::
Oct 12, 2010 - 12:43AM
#8
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Date Joined:
Oct 15, 2007
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HP are "regenerated" in a way. You are counting damage on your heroes sheet, not Hit Points, so if your maximum Hit Points increase and damage stays the same you "gain" HP.
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3 years ago ::
Oct 12, 2010 - 11:20AM
#9
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Date Joined:
Jul 20, 2010
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HP are "regenerated" in a way. You are counting damage on your heroes sheet, not Hit Points, so if your maximum Hit Points increase and damage stays the same you "gain" HP.
Please cite by which rule this occurs?
I don't have my rulebooks in front of me to reference at the moment, (will try to follow up later) but I see nothing in the Character Sheet that would support this technique. Under "Hit Points", the Character Sheet has the following fields:
- Max HP
- Bloodied (1/2 HP)
- Surge Value (1/4 HP)
- Surges/Day
- Current Hit Points
- Current Surge Uses
- Second Wind (1/Encounter - Check Box)
- Temporary Hit Points
- Death Saving Throw Failures (3 Check Boxes)
- Saving Throw mods
- Resistances
- Current Conditions and Effects
Nowhere on the sheet is there a place for you to track your damage - only "Current Hit Points". If it was meant for us to track damage instead of actual HP, I imagine a space would be there. EDIT: Found a little more detail in the Compendium, under "Hit Points" (PHB1, p. 293). "When you take damage, subtract that number from your current hit points." "When you heal, add the number to your current hit points."
By these statements, I think it's pretty clear that we are to track Hit Points and not Damage. Otherwise, the statements above would direct us to add the damage taken to some "total damage" value and then subtract "total damage" from "Max HP" to get "Current HP", instead of just subtracting each damage taken from the "Current HP". Also, by the same logic, we would be told to subtract the heal value from "total damage" instead of adding it to "Current HP".
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3 years ago ::
Oct 12, 2010 - 12:22PM
#10
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Date Joined:
Oct 15, 2007
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You are in a "Castle Ravenloft" Thread. This is not about the DnD 4th Edition game. I posted in response to you that in the case of Hit Points there is no "rule gap".
Page 10 of the Castle Ravenloft Manual (top left) "use the Hit Point tokens to track that damage"
Therefore you track Damage on the Character Sheets (which are represented by the cardboard tiles in the Ravenloft Boardgame). If you go up a level, your maximum Hit Points increase - the damage stays the same. That means you can "loose more HP" before you die.
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