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It seems that, no matter what, the only thing I have to do when trying to disarm any of my treasure chests during a game (I have 15 in the collection), I only have to NOT roll a 2 to successfully disarm it. I have yet to unsuccessfully disarm a trap. This is making me feel as if I am doing something wrong. Or, maybe my heros and teams are just too powerful.
Percentage-wise, at least 95% of the time the trap defense is 10. 5% of the time it might be 11 or 12. Still, with an attack value of 8 - 10, this is a no-win situation for the chest.
What am I overlooking to make chests more interesting?
Quote from the latest rule book p17: (see Wk website)
" To disarm a trap... roll 2 six sided dice, adding the results. If the total is equal or greater than the DISARMING NUMBER , the trap has been disarmed..."
I dont think you are supposed to add the die roll to the attack value of your character.
You just roll a die (modify it by SA's) then compare to the trap disarm number value. :D
You'll notice that traps with a 12 disarm value will be kind of hard to disarm without a thief in your team. ;) (thieves = those with stealth, nimble and sneak attack)
The posters above are right.
As you can see now, it is pretty hard to disarm a trap reliably if you place chests above #110 or so, and do not do SLOW disarms.
Even a relatively normal trap of 12 is very hard to disarm quickly with a thief - do not bother with it without one that gets +4.
We had a trap yesterday that had a dificulty of "0".
Was this a misprint? Does the trap automatically go off? or is it so easy to disarm that you only fail on a snake-eyes? Or is it another possibility that we didn't consider... we just rolled a die to decide whether it was an "easy open" or a misprint - decided that it was a misprint and the guy opened easy enough with his thief.