I actually think that's something to keep in mind in general. Quite a
few adventures published in different systems over the years have
encounters that are based around playing with game mechanics or creating
a very specific mechanic. Having scavenged some old Star Frontiers
modules for a game, and played with converting some AD&D ones, I've
found you often have to alter these encounters fairly heavily. They work
extremely well as set pieces within those mechanics but don't work
outside of that.
Just MHO.
LC
Jeff wrote:
>
>
>
> The Wall of Death was an RQ rules construct (like some of the goofy
> traps in Big Rubble or Snake Pipe Hollow). To be honest it really
> doesn't make much sense outside of the confines of the RQ rules. I'd
> just have the players say how they plan to dodge or catch the arrows
> and set the resistance accordingly. Then figure out the consequences
> of success or failure.
>