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Old 10-19-2009, 12:23 AM   #1
Johnny Angel
 
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Default Good and Bad rooms

Simple question, but my memory is a bit fuzzy at the moment.

Some rooms are good or bad for certain races, classes, genders; etc. Does this only impact combat dice or does it impact all dice?



Also, if a room has a star -meaning good/bad for everyone- does that mean everyone gains/loses one die or -since it's "for everyone"- would it mean it would give/take-away-from someone a die for each race, class, and gender that they have?

Last edited by Johnny Angel; 10-19-2009 at 12:38 AM.
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Old 10-19-2009, 01:06 AM   #2
Andrew Hackard
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Default Re: Good and Bad rooms

Good/bad rooms affect combat dice and search dice. They do not affect the monster die (how COULD they?) or the d10.

The star rooms are a flat +1/-1 die for all munchkins.
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Old 10-19-2009, 01:32 AM   #3
Johnny Angel
 
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Default Re: Good and Bad rooms

Quote:
Originally Posted by Andrew Hackard View Post
Good/bad rooms affect combat dice and search dice. They do not affect the monster die (how COULD they?) or the d10.

The star rooms are a flat +1/-1 die for all munchkins.

I thought the d10 was the search die?

Other than combat or searching, do the icons impact anything else that a Munchkin might need to roll for? For example, rolling to dodge a trap or running away?

Thanks for the clarification on the star rooms. On one hand it made sense that it would be a flat +1/-1; however, the wording of the rules for icons also gave some credibility to the idea that the star might hit you more than once... since the star would match multiple icons; the rules indicated that if a room matches multiple icons that your character has that they all impact you.

As for how the icons could effect the monsters, it seems to make sense that monsters would roll an extra (or one less) die in a star room. The star indicates that a room is good or bad for everyone; it's not unheard of for certain rooms to give bonuses (or penalties) to monsters. I've seen it played this way at a few different tables.
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Old 10-19-2009, 02:00 AM   #4
Andrew Hackard
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Default Re: Good and Bad rooms

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Originally Posted by Johnny Angel View Post
I thought the d10 was the search die?
No, no, a thousand times no. The d10 is used for Class d10 powers and for Traps that specifically refer to the d10. Nothing else.

Quote:
Originally Posted by Johnny Angel View Post
Other than combat or searching, do the icons impact anything else that a Munchkin might need to roll for? For example, rolling to dodge a trap or running away?
I gave you the complete list in my first response.

Quote:
Originally Posted by Johnny Angel View Post
Thanks for the clarification on the star rooms. On one hand it made sense that it would be a flat +1/-1; however, the wording of the rules for icons also gave some credibility to the idea that the star might hit you more than once... since the star would match multiple icons; the rules indicated that if a room matches multiple icons that your character has that they all impact you.
Right. The star is not a multiple icon.

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As for how the icons could effect the monsters,
Icons never affect monsters.
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Old 10-19-2009, 07:23 AM   #5
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Default Re: Good and Bad rooms

Quote:
Originally Posted by Johnny Angel View Post
I thought the d10 was the search die
I know Andrew has weighed in, but I think you should see the specific rules covering this:

Quote:
Originally Posted by Munchkin Quest Rules
Dice
There are three kinds of dice in this game.

The Monster Die is the six-sided die with a different color on each side. It is used to determine who owns a monster (see p. 9), or which way the monsters move (see p. 13). Every time this die is rolled, the player of the color rolled gets a DxM.

The 10-sided die (d10) is used for the Class abilities (p. 15). Sometimes a card may let you roll the d10 for something else.

Each player also has two regular six-sided dice. When the rules or cards just tell you to “roll a die,” or when a room, monster, etc., gives a bonus or penalty on die rolls, this only means the six-sider unless it specifies otherwise. Note in particular that the Loaded Die and Reloaded Die let you reroll any die.

[...]
Search Table
Roll one die.
Given the rule that any instruction to roll a die (and "roll one die" definitely counts) means a six-sider, that obviously includes the instructions for the search table. The reason the search table goes beyond 6 is because of bonuses to the roll plus the possibility of bonus dice given by good Icons.
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Old 10-19-2009, 08:04 AM   #6
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Default Re: Good and Bad rooms

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Originally Posted by MunchkinMan View Post
Given the rule that any instruction to roll a die (and "roll one die" definitely counts) means a six-sider, that obviously includes the instructions for the search table. The reason the search table goes beyond 6 is because of bonuses to the roll plus the possibility of bonus dice given by good Icons.
Can you (while having such a search bonus or at any other point of the game) end up with more 6-sided dice to throw than the two in your own color?
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Old 10-19-2009, 08:24 AM   #7
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Default Re: Good and Bad rooms

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Can you (while having such a search bonus or at any other point of the game) end up with more 6-sided dice to throw than the two in your own color?
In combat you certainly can. The bane rings add a die when facing your own color, and a few weapons give bonus dice situationally -- usually against the bigger monsters. Combine those with a favorable room, and you can roll four dice for combat.

There's also that card that lets you re-roll with an extra die, but I don't recall what it is called at the moment -- combine that card with a favorable room and you would have three dice while searching. I can't think of any other ways when searching, however.
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Old 10-19-2009, 08:30 AM   #8
Johnny Angel
 
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Default Re: Good and Bad rooms

Quote:
Originally Posted by MunchkinMan View Post
I know Andrew has weighed in, but I think you should see the specific rules covering this:



Given the rule that any instruction to roll a die (and "roll one die" definitely counts) means a six-sider, that obviously includes the instructions for the search table. The reason the search table goes beyond 6 is because of bonuses to the roll plus the possibility of bonus dice given by good Icons.

yeah... somehow I had allowed the search table (which from a glance might give an illusion of requiring a d10 roll) make me forget that rule...
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Old 10-19-2009, 08:32 AM   #9
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Default Re: Good and Bad rooms

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yeah... somehow I had allowed the search table (which from a glance might give an illusion of requiring a d10 roll) make me forget that rule...
Heh. Yeah, if we had a nickel for every time someone asked that on the forums, I think we'd be up to 55 or 60 cents. I know I played my first game that way. :)
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Old 10-19-2009, 08:38 AM   #10
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Default Re: Good and Bad rooms

Quote:
Originally Posted by Death View Post
Can you (while having such a search bonus or at any other point of the game) end up with more 6-sided dice to throw than the two in your own color?
For every Icon that counts for you, you get +/- 1 die, so if you're in a room that's good for Elves and Thieves, and you happen to be an Elven Thief, you'd get +2 dice for searches and combat. However, if you that same room were bad for Elves, but still good for Thieves, you'd have a net of +0 dice. Also remember (and it's stated in the rules), 0 dice and less = 0 roll result. You do not roll a die and subract if you have a negative die count.
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