air show said:
we've got to try it before taking conclusions. but what about this scenario: I enter catacombs, I exit after drawning 3 cards, I roll 5: so i move 8 space, 3 straight and 5 to the left or right (I choose direction).
now, that means I moved 8 spaces in 3 turns...entering catacombs means that I obtain super-speed? I accept that I can choose the direction but not the distance, but IMO that's a bug, a big bug!
Sorry, I meant to quote this, which is what I was replying to. 8 spaces in 3 turns is too many in the catacombs, but could conceivably happen through the tiles too with the corridors and darkened rooms. I'm just saying that there really is no set time that a turn takes. It only takes an instant for one character to come across a pit and jump over it and the turn ends. In that same turn, another player can enter a room, come across a skeleton, and fight it for 8 rounds of combat. And another player could move 1 space in a catacomb and deviate 5 spaces and come out for 6 tiles worth of movement.
Was each turn equal time-wise? Clearly not. But catacomb movement is not the only thing that is uneven about a players turn. If you need to house rule to keep catacomb movement from going too many spaces in too few turns, then wouldn't a house rule be needed against drawing to many corridors in a row? Would there need to be a house rule for how many rounds of combat can occur in one turn?
My point is that how can the catacombs be singled out for too much happening in too few turns, when it can also happen elsewhere? Why would just the catacombs be house ruled?
If there is a problem with deviation vs. forward movement, then that is another thing. In reality, it is very difficult to walk in a straight path through a forest without a compass, because you have nothing to base your straight movement on. It would be very difficult to rationalize moving forward two yards and then realize you've deviated to the right from your starting point 12 yards. However, as others have mentioned, these are catacombs in a world where magic exists. A portal could have moved you over, a landslide could have forced your path to change, any number of things. If you were supposed to see exactly what was going on, there would be a separate set of catacomb tiles to use. But you're not, so it's hard for me to rationalize a house rule for what you think should happen when you don't have a bearing on exactly what was happening down there in the first place.
I'm not against house rules, what people do doesn't effect my game at all. But this being a discussion thread, I'm just saying why I don't think a house rule is needed here, based off of how the game is presented in both the catacombs and its other areas.