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1) Do characters start with their familiar on the board or must the Necromancer spend 1 fatigue on his turn to summon his zombie at the start of the dungeon?
2) If the Necromancer kills himself under the effects of Dark Charm does he regain 1 health point for killing a monster (Since Dark Charm says the hero attacks "as if he were a monster")?
3) If the Overlord uses Dark Charm and the Spiritspeaker is within 3 squares of the target and wants to use Stone Skin to boost its defense, can he? Considering that Dark Charm says the hero attacks "as if he were a monster."
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MasterBeastman said:
1) Do characters start with their familiar on the board or must the Necromancer spend 1 fatigue on his turn to summon his zombie at the start of the dungeon?
2) If the Necromancer kills himself under the effects of Dark Charm does he regain 1 health point for killing a monster (Since Dark Charm says the hero attacks "as if he were a monster")?
3) If the Overlord uses Dark Charm and the Spiritspeaker is within 3 squares of the target and wants to use Stone Skin to boost its defense, can he? Considering that Dark Charm says the hero attacks "as if he were a monster."
Vae Victis! ~ Kain
Legacy of Kain Series
MasterBeastman said:
2) If the Necromancer kills himself under the effects of Dark Charm does he regain 1 health point for killing a monster (Since Dark Charm says the hero attacks "as if he were a monster")?
He can't gain the 1 HP unless he kills himself, and he can't kill himself if he still has HP left. I would say "No" to this question, personally, just to close the endless loop. Since the rules in 2e explicitly state that heroes can only attack "monsters" and monsters can only attack heroes, I prefer to interpret the phrase "as if he were a monster" simply to mean "he can attack a hero." This is somewhat different from the 1e ruling concerning "friendly" and "enemy" figures, since in this paradigm, the hero is still a "hero," it's just that DC is letting "attack as if he were a monster." He's not actually a "monster" though.
This is just my personal interpretation, mind you. FFG might just as easily go the other way if this question were posed to them via the Rules Questions link at the bottom of the page.
MasterBeastman said:
3) If the Overlord uses Dark Charm and the Spiritspeaker is within 3 squares of the target and wants to use Stone Skin to boost its defense, can he? Considering that Dark Charm says the hero attacks "as if he were a monster."
I'd say "Yes" to this one, at least partly to remain consistent with my previous ruling. The DC'd hero is still a "hero" (and thus a valid target for Stoneskin,) he's only attacking as if he were monster.
Another consequence of this ruling would be that the OL could NOT use DC to make the hero attack a particular monster figure (should he ever find a good reason to want to do so) since DC makes the hero "attack as if he were a monster" and monsters cannot attack other monsters.
MP3 killed the radio star
2. I would likely say "no", but if pressed, I would accept "he heals after he kills himself". What that means is, the hero is defeated, the Overlord draws a card, and then the hero gains a health, which revives him - keep in mind that if a defeated hero gains health from any source, he's revived and it doesn't take another action to get him up, but he misses out on the "free" HP from the red dice. Anything else that triggers on a hero being defeated also happens (for instance, if the hero was carrying an objective, he "drops" it right before getting up again).
I am a noob here, for the most part. I never played 1E, and while I did run the demo for 2E at my store, I only got to glance through the rules first.
I'm afraid I don't have the card in question in front of me, and I'm unsure of where to find card images, but here goes.
The Disciple Class deck has a card (I think it's a basic ability) that says something like "Exhaust this card and choose one ajacent hero or yourself, roll one red power die; that hero recovers that many hearts"
The active issue here is that the card does not have the arrow identifying it as an action. My first thought was that this means it is activated for free, not requiring an action (which is how I ended up ruling it). However, I then looked over the Hero's Turn description again, and I could not find an oppertunity to activate an ability that is not an action (apart from Beginning of Turn abilities).
How is this supposed to work?
Manning the Wall in Regina, Saskatchewan since 2002.
Anything that doesn't have the action arrow does not use an action. In this case, you exhaust the card instead, so that it can only be used once per turn, plus it costs a fatigue if I remember correctly. You may still carry out two actions.
jjcole said:
Anything that doesn't have the action arrow does not use an action. In this case, you exhaust the card instead, so that it can only be used once per turn, plus it costs a fatigue if I remember correctly. You may still carry out two actions.
So, timing wise, this could be done at any time during the Hero's turn, correct?
Manning the Wall in Regina, Saskatchewan since 2002.
MasterBeastman said:
2) If the Necromancer kills himself under the effects of Dark Charm does he regain 1 health point for killing a monster (Since Dark Charm says the hero attacks "as if he were a monster")?
I think that Steve-O's interpretation that the hero attacks as a monster, but does not count as a monster for other purposes, is probably the best one. In particular, if he counted as a monster for purposes of targeting, could he even attack himself in the first place? You normally can only target a space containing an enemy.
However, just for completeness, I'd like to offer another angle on this question. Suppose he does count as a monster, and therefore fulfills the triggering condition on his ability that lets him recover wounds…
Consider the order in which these effects resolve. Suppose, for a moment, that reactions are resolved after the thing that triggers them - that is, the order is: first defeat the target, then the necromancer can use his ability to recover 1 wound.
In this case, the necromancer cannot be healed for defeating himself because he would be knocked out at the time he would need to invoke his ability, and "a hero cannot use skills or abilities while knocked out, unless an effect specifically allows it." (Knocked Out rules, p.15) It doesn't matter whether he fulfills the condition of "defeating a monster", because the ability is no longer available. Even if he defeated a monster at the same time (e.g. with a Blast attack), he still couldn't heal.
Though, this order of resolution may be problematic for effects like "cancel a wound being dealt to you" (if 2e has effects like that) - do you need to resolve the wound first, before you can cancel it? That gets awkward…
On the other hand, suppose that effects resolve in a stack: once we determine that a creature is being defeated, the necromancer can invoke his ability, and then his ability is resolved before the target is defeated. So, first the necromancer recovers one wound. Then, we move down to the next effect in the stack - the necromancer's defeat. Do we resolve effects already in the stack even if the condition that caused them is no longer fulfilled? Intuitively, it seems to me that they must be - otherwise we reacted to something that never actually occurred. (And generally, in games, you only check a condition when you begin something - e.g. if you have a spell that temporarily turns a creature into a statue, it doesn't break early simply because the target is now a statue and is therefore no longer a valid target for the spell).
If the necromancer is still defeated after being healed, I think a strong argument can be made that this erases the healing. "When a hero is defeated, he immediately suffers fatigue up to his Stamina, and damage up to his Health (if defeated by some other effect)". Technically, the rules seem to say that he suffers damage up to his health only if the effect that defeated him was not damage, but I suspect that parenthetical was intended to explain to the player why that rule exists rather than to restrict its application.
However, even if it doesn't reverse the healing, the healing doesn't revive him, either, because he wasn't knocked out at the moment that the healing occurred. So he would effectively get an extra point of healing whenever he manages to get back up, but he would still be knocked out until something else brings him back.
The Enduring Evil - Descent, Rebalanced
KristoffStark said:
So, timing wise, this could be done at any time during the Hero's turn, correct?
Some skills, such as Defend, seem obviously intended to be usable when it is not your turn. If a skill doesn't require an action and doesn't specify any restrictions on timing, I think I'd have to assume it can be used at any time on anyone's turn.
However, I believe the skill you are thinking of is Prayer of Healing, which (based on the image in the preview articles) is specifically restricted to being used during your own turn.
Which, actually, raises another interesting question. In first edition, you could only use "during your turn" effects during the action part of your turn (not during refresh/re-equip). As far as I've noticed, second edition doesn't have a rule like that, so it appears you could hypothetically use Prayer of Healing at the beginning of your turn, refresh it at the end of step 1, and then use it again on the same turn. I wonder if that's intentional…
The Enduring Evil - Descent, Rebalanced
Antistone said:
KristoffStark said:
So, timing wise, this could be done at any time during the Hero's turn, correct?
Some skills, such as Defend, seem obviously intended to be usable when it is not your turn. If a skill doesn't require an action and doesn't specify any restrictions on timing, I think I'd have to assume it can be used at any time on anyone's turn.
However, I believe the skill you are thinking of is Prayer of Healing, which (based on the image in the preview articles) is specifically restricted to being used during your own turn.
Which, actually, raises another interesting question. In first edition, you could only use "during your turn" effects during the action part of your turn (not during refresh/re-equip). As far as I've noticed, second edition doesn't have a rule like that, so it appears you could hypothetically use Prayer of Healing at the beginning of your turn, refresh it at the end of step 1, and then use it again on the same turn. I wonder if that's intentional…
That is indeed that card I was referring to.
And I'm willing to bet that they did NOT intend it to be used before the refresh stage on your own turn.
Manning the Wall in Regina, Saskatchewan since 2002.
KristoffStark said:
Antistone said:
KristoffStark said:
So, timing wise, this could be done at any time during the Hero's turn, correct?
Some skills, such as Defend, seem obviously intended to be usable when it is not your turn. If a skill doesn't require an action and doesn't specify any restrictions on timing, I think I'd have to assume it can be used at any time on anyone's turn.
However, I believe the skill you are thinking of is Prayer of Healing, which (based on the image in the preview articles) is specifically restricted to being used during your own turn.
Which, actually, raises another interesting question. In first edition, you could only use "during your turn" effects during the action part of your turn (not during refresh/re-equip). As far as I've noticed, second edition doesn't have a rule like that, so it appears you could hypothetically use Prayer of Healing at the beginning of your turn, refresh it at the end of step 1, and then use it again on the same turn. I wonder if that's intentional…
That is indeed that card I was referring to.
And I'm willing to bet that they did NOT intend it to be used before the refresh stage on your own turn.
Since the refreshing of the cards is part of the "start of your turn" phase, I would guess that you can't actually do anything *before* the "start of your turn" phase, and that refreshing cards and any "start of your turn" effects would occur all at once before any other effects or skills could be used.
The end of another hero's turn would not be considered part of "your turn".
When I'm an Overlord, I like to think myself as an obstacle, not a impassable wall.
Because if the players lose the game, I don't get to play anymore either. =(
radiskull said:
That's no longer the case in 2nd edition. Win or lose, the game goes on.
Ohhh yaaa… Well doesn't give the heroes much incentive, since they proceed regardless haha
suplex said:
radiskull said:
That's no longer the case in 2nd edition. Win or lose, the game goes on.
Ohhh yaaa… Well doesn't give the heroes much incentive, since they proceed regardless haha
At the end of a Quest, every player (overlord included) gets 1XP. Winning the Quest generally results in an added bonus, like gold, or items.
So there certainly is incentive.
Manning the Wall in Regina, Saskatchewan since 2002.
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