Extrala is wrong (Did you know, that ... (Part 91))
I'd love to hear this too. Fear of the Void Below defaults the range to long, and I'm thinking long is long - you can't play Disarm if the range is long.Can you tell me why the first two are valid in comparison of the third?
- OtH + Maneuver to long + Majesty Disarm => Not valid.
- OtH + Selective Silence + Disarm => Not valid.
- OtH + Fear of the Void Below + Majesty + Disarm => Valid.
This baffels me somewhat.
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise
garourimgazette.wordpress.com/
www.vekn.net/forum-guidelines
Please Log in or Create an account to join the conversation.
The very creation of a step where "range is not yet known but ..." is the perfect example of the failure of wording this card properly.
Oh, yes, because nothing happen before range. I will remeber that the next time I tore a signpost.
I don't know for you, but Outside the hourglass was worded exactly like a regular strike, while environmental card was not. Outside the hourglass is ... crystal clear, it's more a case of Disarm being here from day one and alway having a strange wording.
then if it's so clear, why does this thread exist ? When a card summons a lot of questions from players everywhere, it's either badly worded or badly designed, or both. That's a basic principle of game design. Sorry if you don't understand the "range is not yet known but..." It has nothing to do with "before range step", but has something to do with the timing where the damage is dealt. Weather control does not need to know about range. It does not "combo" with long/short range cards. OtH has to know because it has been decided (ruled ?) that the vampire inflicts the damage. Thus it has a possible combo with disarm/pulled fangs...
It's not a strike. It's not evironmental either. It's not related to strength... The proposed solution (making it environmental à la Weather control) certainly avoids most of those problems...
Imagination is our only weapon in the war against reality -Jules de Gaultier
Please Log in or Create an account to join the conversation.
When a card summons a lot of questions from players everywhere, it's either badly worded or badly designed, or both. That's a basic principle of game design.
Which is also a false basic principle. It can be the rule who are badly designed, or simply badly explained.
For the rest of your post, it boil down to "I would not have ruled this this way, so the ruling is stupid". Fine, I get it, you disagree with current ruling. And by the way the card change to disarm-like card proposed by Pascal Bertrand also avoid most of thoses problem, without removing the "damage done by the vampire" part.
Please Log in or Create an account to join the conversation.
The card is clear, the rules are not.
The very creation of a step where "range is not yet known but ..." is the perfect example of the failure of wording this card properly.
Oh, yes, because nothing happen before range. I will remeber that the next time I tore a signpost.
I don't know for you, but Outside the hourglass was worded exactly like a regular strike, while environmental card was not. Outside the hourglass is ... crystal clear, it's more a case of Disarm being here from day one and alway having a strange wording.
then if it's so clear, why does this thread exist ? When a card summons a lot of questions from players everywhere, it's either badly worded or badly designed, or both. That's a basic principle of game design. Sorry if you don't understand the "range is not yet known but..."
Changing OtH damage to environmental damage would not change the base "flaw" of the rules.
Changing Disarm and Pulled Fangs will not change it neither (though things maybe clearer and easier to play right).
Only a clear definition (or ruling) will resolve durably the confusion.
Please Log in or Create an account to join the conversation.
6.4.2. Determine Range
Each round of combat is fought at either close range or long range. Close range is the default for each round. The range determines which strikes and other strike-resolution-phase effects can be used. Some effects can only be used at close range, some only at long range, and some at either close or long range (see below). Once the range has been determined, it applies to the whole round (including effects that have happened before range has been determined, such as damage that would have been dealt during the round before the Determine Range step).
Though not necessary, this wouldn't prevent Disarm and Pulled Fangs from being reworded for clarity.
Regarding interaction with Improvised Flamethrower, nothing is retroactive in the game so there's no issue here, merely a possible clarification.
Please Log in or Create an account to join the conversation.
What you say may make perfect sense when designing a game from ground up.
When a card summons a lot of questions from players everywhere, it's either badly worded or badly designed, or both. That's a basic principle of game design.
Which is also a false basic principle. It can be the rule who are badly designed, or simply badly explained.
But when you add a card to a 15 years old game that have rules which works with all tons of other cards already printed, then you must take those rules and those cards in account. Failure in doing so does not mean that the rules are flawed : it means that the card itself is badly designed/ badly worded or both. Just as I said above.
So I beg to differ.
No, it's not really "this ruling is stupid". It's more "There should be no ruling if the card was made while having the rules and interaction with other cards in mind." Which is completely different. The suggestion of weather control is just here to propose something. that's all.For the rest of your post, it boil down to "I would not have ruled this this way, so the ruling is stupid". Fine, I get it, you disagree with current ruling. And by the way the card change to disarm-like card proposed by Pascal Bertrand also avoid most of thoses problem, without removing the "damage done by the vampire" part.
Again, a card that suggest mandatory change on already printed and played cards is ... well, you guessed, badly designed/worded or both. Again
Imagination is our only weapon in the war against reality -Jules de Gaultier
Please Log in or Create an account to join the conversation.
Ignorance is bliss.
Cypher, Matrix
Please Log in or Create an account to join the conversation.
Brainfart.Disarm isn't playable as Fear of the Void Below is played (see ruling from LSJ quoted by Ankha).Can you tell me why the first two are *not* valid in comparison of the third?
- OtH + Maneuver to long + Majesty Disarm => Not valid.
- OtH + Selective Silence + Disarm => Not valid.
- OtH + Fear of the Void Below + Majesty + Disarm => Valid.
I'll change Disarm and Pulled Fangs to get this clear. They'll only be usable at close range.
This should answer all the questions:
* Set range to long + OtH : Disarm can't be played (as range is set to long)
* OtH + set range to long : Disarm can't be played (as range is set to long)
* Fear of the Void Below + OtH + set range to close: range can be played (as range is set to close at the end of the round).
Name: Disarm
[Sabbat:R, SW:R, CE:PB, BH:PN, KMW:PAl, Third:R]
Cardtype: Combat
Discipline: Potence
[pot] Only usable at close range at the end of a round of combat in which this vampire successfully inflicted more damage than the opposing vampire. Not usable by a vampire being burned or going into torpor. Put this card on the opposing vampire and send that vampire into torpor. The vampire with this card has -1 strength. He or she may burn this card by burning 3 blood. A vampire can have only one Disarm.
[POT] As above, but the vampire with this card has -2 strength.
Name: Pulled Fangs
[Jyhad:R2, VTES:R, SW:PB, CE:R2, Anarchs:PAG]
Cardtype: Combat
Only usable at close range at the end of a round of combat in which this minion inflicted more damage than the opposing vampire. Not usable by a minion being burned or going into torpor.
Put this card on the opposing vampire, and this minion inflicts 1 point of damage. The victim cannot hunt until this card is removed. Any vampire(s) may burn this card with two +1 stealth actions. If the victim must hunt and cannot, he or she goes into torpor. A vampire can have only 1 Pulled Fangs.
And for the Improvised Flamethrower question, this Disarm / Fear of the Void Below change doesn't affect anything.
If OtH is played at long range (either because range has been set to long or because the default range is long and we're in the "before range is set" step), the Flamethrower explodes.
Please Log in or Create an account to join the conversation.
- Pascal Bertrand
- Offline
- Moderator
- Posts: 4268
- Thank you received: 1184
- You are here:
- Home
- Forum
- V:TES Discussion
- Rules Questions
- Extrala is wrong (Did you know, that ... (Part 91))