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Messages - wtcannonjr

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781
Spellbook Design and Construction / Re: Wizard Control (First Spellbook)
« on: October 01, 2013, 08:04:05 PM »
Curious about having multiple Enchanted Wardstones.

Is there some general rule that states these abilities stack? They are not labeled as +2 Mana per Wardstone. I can see a player making a case that once 2 mana is paid that this simultaneously satisfies the requirement on ALL Wardstones in play.

Are these intended to stack?

782
Mages / Re: What the Warlord got right
« on: September 29, 2013, 11:43:44 AM »
Perhaps another approach, which obviously requires careful testing, would be to revise the Wizard Training to Level 1-2 in One Elemental School. This would bring the relative strength of the Earth Wizard back down some so that all additional Earth spells are not as easily available to the Earth Wizard.

783
Rules Discussion / Re: Dispel Wand "look"
« on: September 28, 2013, 07:53:01 AM »
I don't understand the question. The Dispel Want ability on the card states "Then leave it face down after looking".

The rules to trigger a Mandatory Reveal don't happen. i.e. The ability on an Equipment spell is NOT an Incantation spell, Enchantment spell or Attack spell unless it is written as such.


784
Rules Discussion / Re: Crown of Protection ability question
« on: September 23, 2013, 06:41:08 AM »
Roger that.

785
Rules Discussion / Re: Crown of Protection ability question
« on: September 22, 2013, 07:53:22 AM »
Well I noticed that in the later expansions they have been adding keywords to spells contained in Mage abilities. See Forcemaster and Warlord for example, so that these can interact with other equipment or effects. I also noticed that they added Mana to the subtype on the Moonglow Amulet. This made me wonder if Holy had just been left off of the quick spell description for this Priestess only equipment.

Thanks.

786
Rules Discussion / Crown of Protection ability question
« on: September 21, 2013, 11:12:12 AM »
Does the quick spell ability from Crown of Protection count as a Holy spell for purposes of the discount ability from Ring of Asyra? Thematically this seems to work, but I wanted to clarify the intent.

Thanks.

787
General Questions / Re: Clarification of Thorg's Taunt
« on: September 16, 2013, 05:24:18 PM »
Thanks for the response!

Tom

I love this question so much! Here's my stab at it:

The rules for Thorg's Taunt say
Quote from: Codex
If the Taunted creature is in a zone adjacent to Thorg, then it must either move into Thorg's zone or make a ranged attack which targets Thorg, if able. If it is in Thorg's zone, or moves into Thorg's zone, than it must make an attack which targets Thorg, if able.

The FAQ says
Quote from: FAQ
The condition that the action is possible is checked only at the moment that the creature would be choosing its action (or target);

A1. The Avenger can make any legal Action, but it's too late to move twice.
The Taunt rule says that the Holy Avenger must attack Thorg if Thorg is a legal target. Since Thorg isn't a legal target, and there are no other mandatory effects on the Holy Avenger, the Avenger can attack or guard or move as it likes. However, the FAQ says that legality is only checked at the moment the creature chooses its action or target. The core rules say that you must make move actions before other types of actions. So you have to be taking a non move action to check the legality of attacking Thorg, and by that point you can't take your move action. The Avenger can, however, take its quick action to move zones, or take a full action to use a special ability if it has one, since it never moved.

A2. The Avenger moves into Thorg's zone, if able.
We follow the wording of Thorg's taunt ability: "If the Taunted creature is in a zone adjacent to Thorg, then it must either move into Thorg's zone or make a ranged attack which targets Thorg, if able." The Taunted creature has to move into Thorg's zone (assuming it can't make a ranged attack). That rule isn't affected by guard, and the movement is still legal, and it is therefore mandatory.

Now that the Taunted creature is in Thorg's zone, we're back to the situation described in question 1, and the Holy Avenger is free to take any legal action, though it now may be hindered, and can't take full actions since it moved.

788
Rules Discussion / Re: Chain Lighting... and +2 Lightning first target?
« on: September 15, 2013, 02:14:36 PM »
Thanks for the clarification.

I missed the wording on the ring that provided Melee +1 or Ranged +1. I forgot it was not Lightening +1.

More nuances for future equipment... :)

789
General Questions / Clarification of Thorg's Taunt
« on: September 15, 2013, 08:39:32 AM »
Here is the question that came up in our current game.

Thorg taunts a Holy Avenger that is already in Thorg's zone. The Warlord also has a Dwarf on Guard in the zone.

The priest uses a Guardian Angel to melee attack Thorg which removes his Guard marker.

Question #1-
Since the Holy Avenger can no longer perform the Mandatory Action of Thorg's taunt due to him no longer being an eligible target, can the Holy Avenger now take whatever legal actions he wishes including leaving the current zone?

Question #2-
If the same situation existed, but the Holy Avenger was in an adjacent zone when he started his Action Phase with Thorg's Taunt on him, must he fulfill a portion of the Mandatory Action even though he cannot complete all of its requirements? So, in this situation would the Holy Avenger
(1) need to move into Thorg's zone before it was relieved of the Mandatory Action or
(2) since he can see that the guard prevents him from attacking the creature taunting him, he is free to take any legal action including moving to a different zone?

790
Rules Discussion / Re: Chain Lighting... and +2 Lightning first target?
« on: September 15, 2013, 08:04:09 AM »
I thought the Damage Modifier in this example applies throughout the Chain Lightening attack. The FAQ and Rules indicate that Melee +X and Range +X are clarified to apply to only the first attack by a creature in this sequence/round. I did not see the same wording for a Damage Modifier so I thought this was intentional and allowed them to apply throughout the attack from the source.

In other words you check damage modifiers that apply to each subsequent attack roll, but only check Melee +X, Range +X on the first attack roll. Using this interpretation the Lightening Ring damage modifier would apply to each subsequent attack by Chain Lightening in addition to any specific modifiers on the subsequent targets.

Is this not a correct interpretation?

791
Spells / Re: Spells you would like to see
« on: April 05, 2013, 05:32:15 PM »
Spell Stop Time
Targets a Zone
Casting Cost is 3XY where X=number of creatures in zone and Y=number of rounds caster decides to stop time.
Effect would be to temporarily remove Action markers from all creatures in the targeted zone for Y number of rounds.

792
Rules Discussion / Re: FAQ of the base game and the expansion.
« on: March 03, 2013, 09:16:53 AM »
Quote from: "Arcanus" post=8479
Hey guys, we've been finalizing it all week.  It covers both games.

I just finished another 5 hours of revisions on it this morning!  


Hope you've been able to get some play time in between work sessions.  :)

Thanks for the update!

793
Spells / Re: Malacoda text correction?
« on: March 03, 2013, 08:54:45 AM »
Wow. This is getting confusing quickly.

Where can I find a complete list of the wording changes on cards? I want to be sure we are playing with the most recent design intent.

794
Rules Discussion / Re: FAQ of the base game and the expansion.
« on: March 02, 2013, 12:02:42 PM »
Second that request!

It would greatly shorten the time for new players to learn and be comfortable with the game. Having a central resource to resolve common questions will help lower player frustration when they encounter questions during personal play.

Thanks for a wonderful game.

795
Strategy and Tactics / Re: Idling the Invisible Stalker
« on: March 02, 2013, 11:24:49 AM »
I haven't played IS yet, but he seems to be an interesting creature.

Once he is in the arena the threats he poses should force the opponent to make different decisions to counter those threats as the discussion above has pointed out. Knowing this, then the ForceMaster should be prepared to take advantage of the opponent's changes during the action stage. For example, if the opponent mage is forced to use a quickcast action at the beginning of a turn to counter another threat, then this provides the IS with more opportunities toward the end of the round.

Think of the IS as providing options to change the dynamics of the Action Stage, rather than just the Action Phase.

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