file -1 intercept vs +1 stealth.

18 Feb 2019 12:53 #93518 by deslaure
I don't get the difference between those two since you can have negative intercept.
What's the point to give -1 intercept instead of +1 stealth? What am I missing here?

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18 Feb 2019 13:06 #93519 by Yomyael
Replied by Yomyael on topic -1 intercept vs +1 stealth.
Cards that give -1 intercept are usually tied to some conditions (e.g. one single minion, minions lacking a certain trait/discipline or that are allys or younger). Tying stealth to conditions except for playability is somewhat harder to express rules-wise. So functionally they are the same when comparing intercept to stealth, but allow for easier implementation of restrictions.

Prince of Bonn, Germany
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18 Feb 2019 13:33 #93520 by Timo
Replied by Timo on topic -1 intercept vs +1 stealth.
There is also 2 things to know about -1 intercept vs +1 stealth :

First is the fact that nothing in the rules forbid you to play cards that give -1 intercept to certain category of minion just to cycle a card. So you can bleed with a perfect paragon superior even if nobody wants to block you.

And second (but this is far fetched ^^) there is at least 1 card that set the stealth for an action to a fixed amout :
Name: Draba
[FN:C2]
Cardtype: Action/Reaction
Cost: 1 blood
Discipline: Chimerstry
[chi] +1 stealth action. (D) Put this card on a ready minion. You still control this card. Burn this card to reduce that minion's stealth to 0. The minion may still increase his or her stealth.
[CHI] Reduce the acting minion's stealth to 0. The minion may still increase his or her stealth.
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18 Feb 2019 13:36 #93521 by jamesatzephyr

What's the point to give -1 intercept instead of +1 stealth? What am I missing here?


In a number of cases, negative intercept is given to a specific minion or minions - other minions are unaffected. So for example, Call of the Hungry Dead allows you to affect one would-be blocker, without affecting others.

This feeds into the fact that sources of negative intercept can be good for responsible bleeding, if you make sure that your grand-prey isn't affected by the negative intercept, which often they won't be if it's restricted to a particular minion. So unlike going to +2 stealth on a bleed action and then getting bounced and your grand-prey being unhappy they can't block, you can take out blockers with negative intercept without screwing up your grand-prey's ability to block if/when you get bounced.

Also, while negative intercept is sort of like stealth, it isn't stealth. You can cycle negative intercept even if you don't need to - the rules restricting you gaining stealth unnecessarily, they don't restrict you giving someone negative intercept. This can make it slightly easier to cycle, which is a potentially useful fringe benefit.
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18 Feb 2019 15:45 #93525 by LivesByProxy
There's also something to be said for the flavor / theme associated with cards. +Stealth represents the means and methods a vampire is using to remain undetected, conceal their movements, and go unnoticed. Powers like Obfuscate :OBF: and Obtenebration :OBT: help with this. But some vampires can and do forego being sneaky and instead just use intimidation, guile, subterfuge, bribes, or perseverance (:AUS:,:DEM:,:DOM:,:FOR:,:NEC:,:PRO:, etc.) to bypass, mislead, or hamper a would-be foe (blocker).

In other words, having intercept as a variable that can be modified with both + and - effects allows for more conceptual (thematic) space and interesting card designs (mechanics).

:gang: :CEL: :FOR: :PRO: :cap6: Gangrel. Noddist. Camarilla. Once each turn, LivesByProxy may burn 1 blood to lose Protean :PRO: until the end of the turn and gain your choice of superior Auspex :AUS:, Obfuscate :OBF:, or Potence :POT: for the current action.

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