Post
by mgtremaine » Fri Jun 02, 2017 2:06 am
Zem looks at the door and then hefts his axe."If that be the way out then we might as well cut this door down"
Page 9 - Vol 3 : Doors must be forced open by strength, a roll or a 1 or 2 indicating the door opens, although smaller and lighter characters may be required to roll a 1 to open doors. There can be up to three characters attempting to force open a door, but this will dis- allow them rapid reaction to anything awaiting them on the other side. Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by charac- ters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut.
There is nothing in the first 3 volumes about breaking down a door except page 31 vol 3 has this in context of Naval Battles
3. Breaking down doors, chopping through walls or decks or cutting rigging should be set by the referee with an eye towards the players individual size {Page Break}
and strength within any guidelines set down in these rules. So for instance when a giant attacks the door on a standard ship it will probably only cost him half his movement points while it would take ten men an entire turn to break it down.
[f=4]
Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]
Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]
Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]