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Outside the Hourglass and Vampiric Disease
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TOPIC: Outside the Hourglass and Vampiric Disease

Re: Outside the Hourglass and Vampiric Disease

#32583 28 Jun 2012 18:04
jamesatzephyr wrote:

(Personally, from an 'ick' perspective, I'd rather the Outside the Hourglass interaction with range wasn't necessary (such as by errata-ing it by fiat to be environmental damage, a la Weather Control), or that all the dependent cards - like Disarm - that interact with it were only playable after range has been determined. But that's not where we are.)


Latest wording on Disarm:

Disarm wrote:

[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.


Pulled Fangs has seen a similar update.
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Re: Outside the Hourglass and Vampiric Disease

#32584 28 Jun 2012 18:24
Ah, I forgot about the changes in:

www.vekn.net/index.php/forum/6-rules-que...0&start=30#30748

Or, more specifically, I remembered Pascal was contemplating it (a page or two back in the thread), but didn't remember the change being confirmed.

Specifically: "I'll change Disarm and Pulled Fangs to get this clear. They'll only be usable at close range."

Re: Outside the Hourglass and Vampiric Disease

#32586 28 Jun 2012 18:31
Pardon me for being dense, but does this change how Outside the Hourglass interacts with Disarm and Pulled Fangs, if the combat ends before range is determined?

Re: Outside the Hourglass and Vampiric Disease

#32590 28 Jun 2012 21:04
prunesquallor wrote:
Pardon me for being dense, but does this change how Outside the Hourglass interacts with Disarm and Pulled Fangs, if the combat ends before range is determined?
No.

The real problem comes from Vampiric Disease which doesn't state exactly when you get a counter.
VD could be changed to "after range has been determined" (with "after" meaning "immediately after") or "at the beginning of the choose strike step".
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Re: Outside the Hourglass and Vampiric Disease

#32593 28 Jun 2012 21:23
Interesting that LSJ is implying (from the old Mariel Lady Thunder & Elysium rulings) that there is NO range before the determine range is set (i.e. VD can't trigger because there is no range until the determine range step is completed).

But later we have people insisting (and rulings insisting) that Disarm should respond to the damage from Outside the Hourglass...

Why can't we just keep it nice and simple: Damage dealt before range cannot be counted against damage that must occur at a specific range. The argument I remember seeing here on these forums basically went: "There must be a range before there is a range, and since the default is close then it must be close". So, honestly, I can't reconcile the Disarm Ruling (which says that damage before range is Close Range Damage) and the traditional rulings on things such as VD and Mariel (which says that damage before range has no range).


Pascal,
It sounds like you need to pick ONE premise and apply it to ALL cards (changing any appropriate rulings no matter who made them and when).

1) Before the Determine Range Step there is no range

OR

2) The range is always close unless the Determine Range Step changes it to Long.
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Re: Outside the Hourglass and Vampiric Disease

#32609 29 Jun 2012 11:30
Juggernaut1981 wrote:
Interesting that LSJ is implying (from the old Mariel Lady Thunder & Elysium rulings) that there is NO range before the determine range is set (i.e. VD can't trigger because there is no range until the determine range step is completed).
Could you provide a pointer? I've browsed the different links in this topic and couldn't find what you're talking about.

Juggernaut1981 wrote:
1) Before the Determine Range Step there is no range
OR
2) The range is always close unless the Determine Range Step changes it to Long.

Option 3) the current ruling, which could be summarized as "The range is known once the Determine Range step is over". It's as valid as the 2 others (and is official).
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Re: Outside the Hourglass and Vampiric Disease

#32611 29 Jun 2012 17:08
Option 3) the current ruling, which could be summarized as "The range is known once the Determine Range step is over". It's as valid as the 2 others (and is official).


What happens if a minion A plays OtH in combat with the blocking minion B with Improvised Flamethrower. Before range step ends, the minion A plays maneuver to long, then B moves to close, then A back to long, and range is set to long.
So, from this moment range is known, and OtH damage is dealt on long, but when minion B takes that unpreventable damage from Improvised Flamethrower's text?

If the opposing minion inflicts any damage on this minion at long range (even if it is prevented), this weapon is burned and the bearer takes 2 aggravated (non-strike) damage.
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Last Edit: 29 Jun 2012 17:10 by Megabaja.

Re: Outside the Hourglass and Vampiric Disease

#32612 29 Jun 2012 17:29
I believe the correct answer is that the judge's head explodes.
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Re: Outside the Hourglass and Vampiric Disease

#32613 29 Jun 2012 17:53
Megabaja wrote:
What happens if a minion A plays OtH in combat with the blocking minion B with Improvised Flamethrower. Before range step ends, the minion A plays maneuver to long, then B moves to close, then A back to long, and range is set to long.
So, from this moment range is known, and OtH damage is dealt on long, but when minion B takes that unpreventable damage from Improvised Flamethrower's text


www.vekn.net/index.php/forum/6-rules-que...0&start=20#30550

Pascal wrote:
- OtH when opposing has a Improvised Flamethrower + Maneveur/set range to long => Improvised Flamethrower does not explode.

Basically, Disarm isn't playable at long range (all the Disarm points), and damage is resolved when it is inflicted - we don't retro-check it (last point).


It wasn't long when OtH was played. It became long after. We don't go back and interfere with it then (retro-check it).
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Re: Outside the Hourglass and Vampiric Disease

#32614 29 Jun 2012 18:02
Looking at the very end of the thread that James just linked you get this(which should keep my head from exploding in the likely event I face these situations tomorrow):

Pascal Bertrand wrote:
extrala wrote:
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.

Brainfart.Disarm isn't playable as Fear of the Void Below is played (see ruling from LSJ quoted by Ankha).

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.
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