Additional strikes?
28 Nov 2012 01:26 #41923
by Juggernaut1981
Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: Additional strikes?
I actually don't mind the problem of "Blessing of the Card Gods" being a problem for the 'many additional strike' cards. Just like the current problems of grapple combat, and the general advice for short-chain combat. The game shouldn't remove all of the effects of chance...What if the minion playing the additional strikes is using strike cards instead of simply shooting with a gun? Your suggestion disables a card flow mechanism that a "does not count against the limit" deck probably needs.
Granted, this represents a very small fraction of decks, but this whole thread is full of almost cornercase scenarios. We just want to get it right, eh?
If just seems easier (and logical) to say "you can't generate additional strikes if you didn't just strike, m'kay?"
Baron of Sydney, Australia, 418
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28 Nov 2012 10:14 #41933
by Whisker
Replied by Whisker on topic Re: Additional strikes?
If making Wind Dance useless is a problem here, how about rewording Wind Dance like this:
[tha] Strike: dodge.
[THA] Strike: dodge with an optional additional strike: dodge this round.
This would allow Wind Dance user to wait and see if opposing minion declares any additional strikes before declaring the use of his/her second dodge.
[tha] Strike: dodge.
[THA] Strike: dodge with an optional additional strike: dodge this round.
This would allow Wind Dance user to wait and see if opposing minion declares any additional strikes before declaring the use of his/her second dodge.
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28 Nov 2012 10:35 #41934
by Ohlmann
Replied by Ohlmann on topic Re: Additional strikes?
It's unclear and I am not even sure it would be enough.
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28 Nov 2012 10:45 #41935
by Klaital
Replied by Klaital on topic Re: Additional strikes?
And anyway, why do we need to change anything when the rules work just fine like they are?
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28 Nov 2012 10:55 #41936
by Ohlmann
... because the way rules are here and now, Wind Dance sup' is most often the same thing as Wind dance inf'. Granted, wind dance ain't all that hot anyway.
Replied by Ohlmann on topic Re: Additional strikes?
And anyway, why do we need to change anything when the rules work just fine like they are?
... because the way rules are here and now, Wind Dance sup' is most often the same thing as Wind dance inf'. Granted, wind dance ain't all that hot anyway.
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28 Nov 2012 11:33 #41937
by Ankha
Replied by Ankha on topic Re: Additional strikes?
To match the current rules and clarifications, the rulebook should be written this way (or something approaching):
Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes areannounced (gained) and performed (used) only gained after the first pair of strikes are completed has been resolved. The acting minion decides whether or not to gain additional strikes before the opposing minion, as usual. Additional strikes are handled by having another choose strike phase and resolve strike phase in which only the minions with additional strikes may play strike cards. All additional strikes take place at the same range. This is repeated as necessary. A minion cannot use more than one card or effect to gain additional strikes per round of combat. Some effects grant additional strikes that do not count against this limit; in that case, any extra source of additional strikes are gained only after the last pair of additional strikes gained by the minion has been resolved.
Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are
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28 Nov 2012 18:11 #41957
by ICL
Replied by ICL on topic Re: Additional strikes?
How do all of these proposed changes interact with first strike?
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28 Nov 2012 20:28 #41958
by Ankha
Replied by Ankha on topic Re: Additional strikes?
It doesn't change anything. Strikes with first strike are declared as normal, and resolve before any classic non-first strike in the same pair of strike (but is "beaten" by dodge and s:ce as usual).How do all of these proposed changes interact with first strike?
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28 Nov 2012 23:03 #41968
by Blooded Sand
Um, hello?
It's called THIRD strike?
Replied by Blooded Sand on topic Re: Additional strikes?
It doesn't change anything. Strikes with first strike are declared as normal, and resolve before any classic non-first strike in the same pair of strike (but is "beaten" by dodge and s:ce as usual).How do all of these proposed changes interact with first strike?
Um, hello?
It's called THIRD strike?
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28 Nov 2012 23:26 #41972
by Adonai
The fix for first strike is to remove it from the game.
(5 crypt cards are impacted, 16 library cards)
Replied by Adonai on topic Re: Additional strikes?
How do all of these proposed changes interact with first strike?
The fix for first strike is to remove it from the game.
(5 crypt cards are impacted, 16 library cards)
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