Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. I'm going to post a big dump of reference material for everyone to ogle, but first I'll post where I'm at so far so I can stay actually current instead of posting updates from photos I took a week ago. I ordered my Youko crew box to get on release date with my rulebook and cards, but they fell victim to the Great Wyrd Alliance Wars of 2019. A week and a half later, my FLGS still hasn't received their product. Booooooooo. In anticipation of the arrival of my goodies, I built this Fuhatsu that's been sitting in a bag since he was originally released. I wanted him for my Lynch crew, but he was real bad in 2e. Now he's REALLY GOOD, which makes me happy beyond measure. I had to glue the backwards guy on to him to get the pushing guy fitted correctly, which is weird, but whatever. I use plastiweld (capillary cement) on all of my Malifaux stuff because I hate joints and seams showing but you have to be really careful not to melt things and it can be a pain during assembly, but I think the results are worth it. My Bunraku came in the mail! Can't wait to get these guys built, they are really solid scheme runners and look like they'll be fun to paint. Still deciding when to take Kabuki warriors instead, and it's probably Reckoning.
  3. I find social skills in rpg to be generally quite annoying. Characters can have vastly better or worse social or mental skills than their players. This means that very social players will often dump social skills knowing they can literally talk there way past a lot of situations. But less capabable players may boast these stats to be good at somethign they arent natually good at. If you then require them to talk out the way their characters would they will fail when in game their character should have excelled. Physical skills are much easier in this regard - eg strong character tries to punch someone, and does. I think were I'm going with this is I think you should allow some flexibility with the first skill choosen, but then penalise things as the situation gets more bizzare. A character who is really exceptional at a given social skill probably would manage to apply it in a lot of situations - even if the player doesnt naturally apply it very sensibly and you might want to apply penalties. If you want a system where players social interactions is matched to what they say, don't use a system with a social rules system Also compare it to combat, in a fight you can typically choose between different combat abilities to achieve the same outcome. You don't typically force characters to use a specific skill (obviously you might have a boxing match, or force ranged combat through use of terrain, but generally you let people solve problems using the way they want) Sorry for ranting and rambling!
  4. That's pretty much how its going down to be fair, a Deceive check is still lying, an Intimidate is still being socially aggressive etc... it's just when the lines blur, for example: Frank: "You're a Nice Guy, I wouldn't want to hurt you" *Bewitch* Rachel: "You're a nice guy, I Wouldn't Want to hurt you" *Deceive* Luke: "You're a nice guy, I wouldn't want to Hurt You" *Intimidate* About 30% of the social checks throughout a session feel like this; whatever their approach is, they can twist it to their chosen skill. Why use Convince when Deceive, Bewitch AND Leadership are all better options, create the same/similar result and have more versatility?
  5. Thanks for your responses! You've been a big help. I've only played 5 games, but for me my core list looks like Mei Feng + Magical Training 2ss Forgeling 0ss Kang 9ss 2 Metal Gamin 10ss 1 Railworker + Magical Training 7 ss I have also found a lot of success with Neil, like a lot of success, and I need to try out the Mech Rider and Willie more but im a little underwhelmed. The second half of my list is usually Neil + SS Cache 10 ss Railworker 5ss 7 ss in reserve IMO Kang is super important for this crew to function. He's been putting in mega work in my games, even if he discards 4 cards every time he activates. Neil as well is a monster, and the SS Cache combined with 7 ss and Hard to Wound make him extremely tanky
  6. Huh, don't remember seeing that. Still, seems like it is buzzing now 😉
  7. Meant Scrounge, could have been more clear, my bad But yeah, makes sense and looking forward to trying him!
  8. Today
  9. The butterfly jump upgrade for Neverborn is just broken. It should never have survived neither closed nor open beta, but here it is...
  10. I don't think there's any reason to believe there's a queue of that nature. Magic the Gathering basically has a whole doctoral thesis on "the stack" and card resolution, but Malifaux does not currently. Let me run through a scenario. A 2 health Nekima attacks and hits the 2 health Drache Trooper. 1. He can give it a neg to soulstone (nope) 2. Nekima flips for damage, dealing 3 damage. 3. His armor reduces the damage. 4. He lowers his health to 0. 5. He has no after damaged or specific health effects. 6. He has no health, is "killed", then resolve the following. 6a. Drache has no Eternal or whatever, nothing happens. 6b. Nekima doesn't declare Feed the Young. 6c. Nekima places her healing into the "resolution queue"? The Trooper explodes, but for some reason this goes "on the stack"? 6d. The model dies and is removed. Step 7 that now exists because we decided there was a resolution queue: Nekima heals now, the pulse from the Drache trooper is measured from nowhere, nothing happens? That's the issue, if the reading of Sequential Effects of "Sometimes, an effect will create additional effects as it resolves. In these cases, fully resolve the initial effect before moving onto any additional effect. Additional effects are then resolved in the order they were generated, after any effects which had been previously generated have resolved." means that the Demise isn't resolved until after the model is removed from play, then explosion Demise abilities would never have anything to measure from. Additionally, if I have to "fully resolve" step 6 before I can do anything actually in Step 6, Demise (Eternal) abilities would be put in "The resolution queue", then the model would be removed at step 6d, then would heal, but already be removed from the game. Either Resolve means "completely do this thing right now", and Demise Eternal works, or Resolve means "put it in the resolution queue", in which case it doesn't. It has to be nested.
  11. It doesn't. There was a fair bit of talk about this one during Beta combined with Thoon while he didn't have the Once Per Turn limitation on the Frozen Trophy trigger. People mostly ignored it after Thoon got the limitation but it's fairly potent if a little vulnerable to key pieces getting taken out. Guessing that it doesn't generate much of a buzz since Dead Man's Hand is expected to not be allowed as part of the Gaining Grounds rule set when it arrives.
  12. @santaclaws01, you're correct, I contradicted myself and found more errors. Hopefully this most recent working is cleaner and a better interpretation.
  13. At a quick glance at how I worked through that, it seems like a good general distinction: There are modifiers, and things that affect numerical calculations. These apply as soon as relevant in my interpretation. There are effects (such as blacker blood dealing damage to something). These get placed into a resolution 'queue', and happen in a sequential order if the damage happened at different times, or in a simultaneous order if the damage happened at the same time. Note the implication: you don't actually know how much damage blacker blood is doing while sitting in the queue (this part surprised me until I wrote the last post, I expected you to know the number as soon as it was put into the queue).
  14. So the core of my lists is almost always something like: Mei Feng Forgeling Metal Golem 10 Survivor - Magical Training 5+2 Mobile Toolkit 3+1 And then I'll take some mix of Neil, Sparks, 1-2 Rail Workers, 1-2 Metal Gamin, Mech Rider, and a Soulstone Miner depending on what I think I need more of for the strat and schemes. If I'm taking a SS Miner I let myself take a low cache, otherwise I'll usually take 5-6 stones. The Survivor almost always gets my Magical Training because its a backline Minion so it gets me Arcane Reservoir without being too threatened, and it absolutely loves having the Shielded to soak up the damage from its otherwise excellent ranged triggers.
  15. Since you are playing dmh, ryle with LLC would be my first purchase. Past that, a medi bot and a guardian.
  16. @Adran thanks for that! Right, so I'll create an example scenario and run through that. I have no idea what the final answer will be, but let's work through it using my interpretation from above. We'll assume land mines, and a made up ability with a 1/2/3 damage flip following the Black Blood rules. Let's assume a few models involved: Model A hits models B and C with one attack action, which is going to kill them both. Model B is Buffed Nekima: has blacker blood and heals after a friendly model kills someone. Model C is something with landmine and an ability that heals it after it kills someone. Model A is going to die from the damage from the other models dying (will this then heal up model B or C?) So what happens? First up, we have the attack action of model A. It is dealing simultaneous damage to both model B and model C. That's all that is happening so far, so we start resolving those. How is simultaneous damage handled? "If multiple models suffer damage at the same time, resolve each step below on every model being damaged before moving to the next step." Begin working our way through the damage process (NOTE: each step occurs for model B, then model C, or vice versa). Models involved may spend soulstones to give the damage a - to the flip. We'll assume this to be irrelevant here - assume the models will die even at minimum damage. Flip for damage (again, whatever the result, we're assuming the models are killed here). Here the damage flip isn't an 'effect' or anything, it's simply checking a number. "When resolving" triggers that increase or add damage resolve at this point. Essentially, anything that determines what the actual damage number is applies here. Apply damage reduction - soulstones can be used here (again, the flip isn't an effect here, it's just checking a number). When resolving triggers that reduce damage apply here. Essentially, anything that takes the number from step two and then modifies the final result. NOTE: This may give two different numbers. This step is repeated for model B and model C at this stage. One might have armour, etc. The model lowers its health by an amount equal to the final damage amount. Again, note that this stage has to happen twice. Once for model B, and once for model C. Any effects that happen after a model is damaged or after a model is reduced to a specific health resolve. Blacker blood triggers. Damage from it goes into the resolution queue. Go through the killing steps a-d. I'm unsure if you do 6a for both models, then 6b, or 6a-d for one model, then 6a-d for the next. However, it shouldn't matter. At 6a, no heals happen yet (they haven't killed model A yet). Resolve any after killing triggers (neither model has an after killing trigger, just after killing abilities). This stage is meant for if model A has a trigger, I believe. At 6c, resolve any effects after the model is killed. Model C goes through this stage, and starts demise (explosion). At 6d, both models are removed. And so we have resolved the first set of damage. However, during the resolution of that damage, we gained other effects to resolve. Model B has blacker blood left hanging, and model C has demise (explosion) left. <EDIT> These both should probably be treated sequentially (since one happens in step 5 and one happens in step 6), but treating them as simultaneous here doesn't affect the end result. Thus, we start the process again. Model A may use a soulstone to give a minus to the blacker blood flip. The damage flip now happens (with a -, if applicable). There are no applicable triggers here, as no suits are involved with the blacker blood or demise. Apply damage reduction as before (again, no triggers apply, but this would be the stage for 'when resolving" that affect damage). Lower model A's health (for damage from both abilities). Any effects that happen when a model is damaged occur at this point. Now the four steps of step 6. Resolve anything that heals THIS model (Model A). Model A has no effects available to heal it, so nothing gets placed in the resolution queue (if it did have something, such as an ability that heals it off B and C's death, it'd get saved here). Resolve after killing triggers (again, no triggers in this scenario, so not relevant). Any effects that resolve after the model is killed (model B and C are dead and off the board, so they no longer get to heal at this stage). Model A is removed (unless 6a ended the process). I hope this helps clarify how I think it works!
  17. I ran them more for the staggered synergy. That helped me empty my opponent's hand at the top of three with the maim trigger. This list doesn't have stones for triggers. You are almost guaranteed to need it to reduce damage on the agent 46. I did use coordinated strike once with the investigator.
  18. My brained is fully trained only on Breathing, Fine Dining, and playing Nephilim good, so I'm not able to quite follow what you're saying @santaclaws01. Are you saying that my original interpretation of "we said no nested effects, but JK this a nested effect because we have to resolve each step before moving on" is correct? That is to say, it's possible to heal out of death by killing people with Demise effects with heal-on-kill abilities?
  19. im not "aggressively pessimistic" just pessimistic with a touch cynism.
  20. Assasinating a butterfly jumping black blooded model with regenerate when you are largely using melee models is a bad idea. I don't know how much the bad luck you had when the two Viks attacked her hindered you as well, but you were facing an uphill battle in the first place I think.
  21. You're still just trying to superimpose sequential timing over damage timing but only picking parts of sequential timing to use without any form of consistency. You're aslo treating being killed as a separate effect from damage which is not the case.
  22. Well the book is in the public domain... and I think Zipp would be a better choice for that theme! Wicked Witch of the Sky, 3 Flying Monkeys, Talking Tree, and the poor Dorothy totem being dragged around.
  23. The final rules and model cards can be downloaded by following the M3 banner headline at the top of all the forum pages, which leads to here https://www.wyrd-games.net/news/2019/6/26/waldos-weekly-feet-dont-fail-me-now. The land mine is an outcast upgrade. It gives the ability Demise (Explosive +2): After this model is killed, models within 2 suffer +2 damage. This model does not drop any markers when killed. The Pulse ability with a damage flip is an ability I made up, following the black blood rules but with a variable damage flip rather than a flat 1 damage, just to try and work out how you were applying the rules.
  24. Good thoughts, still thinking this through! To clarify, though, you're referencing a pulse ability. I assume this is the mine, but I don't think anyone has quoted the mine text yet. I don't actually know what that ability does. Would you mind pointing out where I can find it (or quoting it here)? Thanks! @santaclaws01 I explain it much better in my next comment, sorry, the one you're quoting ended up being a bit incoherent, as I discovered some inconsistencies while making the next comment.
  25. If all else fails, Wyrd is getting a second run in, and will be selling the m3e stuff starting at the end of the month. Being aggressively pessimistic isn't going to get you any sympathy.
  26. Sequential timing says to not start resolving any additional effects until the after fully resolving the intial effect. Damage is not fully resolved until step 6/6d(depending on if the model is killed) is done. All demise abilties are an additional effect that can be generated by a model suffering damage which brings it to 0 health. Since demise is an additional effect, under sequential timing where you CAN NOT START resolving additional effects until the initial effect is fully resolving, it will not start resolving until after step 6d. What you are saying is that demise abilities actually will start resolving, which is ignoring the most important part of sequential effects, but then immediately pause at some arbitrary position and wait for the initial effect to finish resolving before going back. I don't think I need to say that you can't just ignore part of a timing rule while still claiming to be using that timing rule.
  1. Load more activity
  • Create New...