by roboraygun
Odaon wrote:
I read that online, but in one of the FAQs I read it said that you can steal items from monsters instead of stunning them which confused me. At least I made the correct ruling!
Well I would say it would be just like how regular combat works. Again, not sure how it is in the original set but in regular combat its a Might Roll against Might Roll... in a case where you roll 2 more than the other, you can opt to not do damage and steal instead. So, in the case of Haunt 14 I would think since they are allowed to have items (when usually generic monsters cant) you could opt not to do damage (and not stun them) and instead steal items.
That's how I'd read it anyway.
Odaon wrote:
As for the exploring cultists that was another thing I was unsure of but it seemed fair to let them explore which is what we did. Would the rule book state when monsters are allowed to explore and when they aren't? I'll check my tome and see what it says for the traitor.
Thanks!!
Yeh with this Haunt I could see it being really hard for the Traitor team if the Traitor dies early (and thus couldnt get more items and couldnt open more roomes to look for items) or there werent many items out for the cultists to steal from the players. Technically speaking, I would just think it would be the bad luck of the Traitor side (as this game does have some very situational Haunts where when they come out is important), but I can also see you guys "House Ruling" that they could explore if it helped to even out the game more. Sounded like you guys had a super close game tho so it probably worked out for the best anyway =).