file Strikes at long range

01 Dec 2011 16:02 #16660 by Malachy
Replied by Malachy on topic Re: Strikes at long range
Don't take me for a vile person, but stop whining pls... VTES is far more complicated than magic that's why we need a GURU to rule them all and when I choose to post my questions my only interest lies in the guru's "final word", cuz he's kind enough to confirm every thread. I don't think some should always express their doubts about this and that... rules are rules, period.

NC of Hungary

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01 Dec 2011 16:13 #16661 by Pascal Bertrand
jamesatzephyr's answers above are correct.



I am working on making rulings easier to retrieve. I also work on making the rules easier to understand.
The following user(s) said Thank You: Juggernaut1981, henrik

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01 Dec 2011 16:16 - 01 Dec 2011 16:18 #16662 by Ohlmann
Replied by Ohlmann on topic Re: Strikes at long range

VTES is far more complicated than magic that's why we need a GURU to rule them all


Well, complex to play is different from complexes rules. The go is extremely complex to play, to the point that ordinateurs can't, and yet its rules are not exactly that complex.

VtES rules is complex mainly because it's old and it have never had extensive rule rewriting. When VtES was developped, the way to do concise, clear, and complete rules were only being discovered ; magic was similarly complex until the sixth edition, who changed a lot of card text.

VtES can't (for now at the very least) have a massive rule rewrite to put it to the level of cleanliness of modern magic or WoW TCG. It's neither a crippling defect that make the game unplayable nor a completely ignorable problem.
Last edit: 01 Dec 2011 16:18 by Ohlmann.

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01 Dec 2011 16:20 - 01 Dec 2011 16:24 #16663 by Ankha
Replied by Ankha on topic Re: Strikes at long range

I disagree, things are not messy as you depict it.


You don't think it's messy that we need page upon page upon pageof rulings and clarifications? That we need judges to constantly look stuff up on the web to make a proper ruling?

Compared with other trading card games, VTES rules are quite simple :)
As for the "need" to look up stuff on the web, it only shows that the question has already been asked, and already been answered. But people are too lazy to check by themselves.

I think the rules are a complete mess and that there are simply too many card-interactions that create all sort of funny new time-windows. The rulebook has been getting (and still IS) updated ALL THE TIME just to make sure you can somehow rationalize seemingly arbitrary decisions.

What's wrong with updating the rulebook? VTES is a complex game because of these interactions, as every collectible card game whose pool of card increases and generates new interactions. There's nothing wrong with that. And you can't make rules in a rulebook that covers every detail.

I don't see what is unclear in this topic.


Oh, James' answer was quite elaborate, but maybe, since you played this game forever, you are ok with something simple as dodge requiring a 200 word explanation.

First of all, the topic wasn't about dodge.
Then, what does "simple as dodge" mean? Why wouldn't it require 200 words to be described? It's not because the word is simple that the rules behind it are.

You'd like simple rules for a complex game, that's not possible. VTES can't have "simple" rules.

I don't see what is silly with Villein when you've played Theft of Vitae at superior against a vampire with 1 blood.


You don't think it's odd that "move" suddenly means the same as "steal"? You seem to be one of the few. I'm pretty sure if I move someone's wallet from a desk to a table, it's ok, but if I steal a wallet I'm a crimimal.


Game-wise, steal and move have exactly the same effect. The only difference is that usually steal is used when taking something from someone (meaning you change control of it), and move when it already belongs to you.

I don't see what is counter-intuitive with a Nocturn.


The fact that, according you your own post in a recent thread, you need to have a second Nocturn on hand to be able to play a Nocturn at superior even though nothing in either rules or cardtext implies such.


That's because you're assuming to much from the card text.
"this vampire may perform this action again this turn" only breaks the NRA rule, that's all. As per the rules, you need a way to perform again the same action, meaning you need another Nocturn card to play.

I don't remember a time where dodge would protect you from Unholy Penance but not from Catatonic Fear.


Unfortunately I can't find the relevant post on Usenet, but the jest of it was that because Catatonic Fear specifically deals damage after combat, a card played in combat (dodge) cannot possibly prevent it, similar to how if you play Skin of Steel superior on the first strike and the opposing minion additonal strikes with Catatonic Fear you still get the damage. Unholy Penance, however doesn't specify after combat so it could be dodged in combat.

I can't recall anything like this.

Through this all, there is also the Rotschrek template of Combat End. <do something> where the <do something> part can be foiled by Psyche!, which CANNOT be done with Catatonic Fear. Or can it nowadays??

You look a bit confused.

How on earth are the rules clear and concise?

They're not concise, they can't be.
Whether they are clear or messy, I'd rather say clear (and getting clearer each day). And what's not clear only requires little skill in using the search button.

Prince of Paris, France
Ratings Coordinator, Rules Director
Last edit: 01 Dec 2011 16:24 by Ankha.

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01 Dec 2011 16:23 #16664 by Ankha
Replied by Ankha on topic Re: Strikes at long range

And you can't make rules in a rulebook that covers every detail.


* Well you can, check the 5807 lines-long rules of Magic: The Gathering.

Prince of Paris, France
Ratings Coordinator, Rules Director

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01 Dec 2011 16:23 #16666 by jamesatzephyr

Unholy Penance, however doesn't specify after combat so it could be dodged in combat.


Unholy Penance's "Put this card..." text has always taken effect after combat.
If the strike does something in addition to ending combat, that something takes place just after the combat ends. [RTR 19970630]

(A few cards - specifically, those relating to untapping the striking vampire - were later changed to work a different way.)


Unholy Penance was released in Lords of the Night, which was released in 2007. That's 3 years after the rule change in 2004 regarding how dodge works, and 10 years after the RTR on how "strike: combat ends, and..." cards work. So it's never worked the way you claim it does.

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