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Kadeton

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Kadeton last won the day on July 3 2018

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About Kadeton

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    Angst Bunny
  • Birthday 12/29/1982

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  1. Zoraida is very old for a human, but her long life is barely a blip on the timescale of entities like Lilith, Nekima, Pandora, Titania, or any of the Tyrants. Or, from the sound of it, Jedza.
  2. Try to keep the discussion above kindergarten-level mockery, please. Being dismissive of someone's concerns, even if you don't share them, isn't helpful to anyone.
  3. For the Future Releases page and the newsletters, would it be possible to add the keyword info for those boxes where it's not otherwise stated? I realise it's in the images, but it would be nice to be able to search the page text or just to see at a glance in the email. When the details just say "WYR23114 Run Them Down $55.00", as a player it's hard to know whether to be interested or not. The keywords are a really good system for telling people whether a box will work with their current collection - I think we should leverage it more. "WYR23114 Run Them Down [Guard] $55.00" would b
  4. No more snark, personal attacks, or baiting, please. Discuss things civilly and respectfully, or not at all. We're all here to try to make the game better, even if we disagree on the specifics of what should be done. Don't take proposed changes personally, and don't make them personal either.
  5. Just for clarity, I guess: For me, "general mechanics" are anything that functions the same way by default regardless of the game state, e.g. Conditions. "Special mechanics" are anything that only happens due to the rules of a specific model or models interacting with the general mechanics. If something is printed on a model's card instead of in the core rules, it's a special mechanic. Tokens don't do anything (and can't be assigned to models) until a rule printed on a model's card tells it what to do, so token mechanics are always special. Semantics, whatever. Your definitions are probab
  6. No, token removal isn't a thing. (Yet? Hopefully never.) This was a conscious decision by the designers as a core feature of M3E. Tokens are a really straightforward way to track unique crew mechanics, but that quickly starts to fall apart if you allow the opponent to mess with them. Allowing removal potentially gives a hard counter to an entire theme's core mechanic, which becomes extremely difficult to balance. Using tokens was an easy way to avoid M2E's situation where there were a ton of rules that amounted to "Condition X cannot be removed under these specific circumstances" to ensur
  7. This seems like a pointless argument which is turning belligerent. I'm reminding everyone to play nice. I don't normally make definitive statements on rules, but in this case it seems totally clear-cut: When a Trigger states "within range", it is referring to the range of the Action, including the range icon.
  8. I've pruned the thread of some inappropriate comments and issued warnings, since things escalated after I specifically asked people not to do so. Again: Be respectful of other forum users at all times, not "until they say something you disagree with" or "until they say something disrespectful".
  9. Everyone, play nice. People are free to voice their complaints, and to respond to those complaints with their opinions, but not if that devolves into personal attacks.
  10. While I agree this might not be the best place to raise interest in non-Wyrd stuff, anything mini-related is permitted by the current Trading Forum rules.
  11. That's a fascinating question. I think it would certainly require an implicit assumption that each ability (or whatever) can only come into effect in reaction to any specific event once, in order to not completely break the game. I'll be honest, the Vogel example has thrown me for a loop a bit.
  12. That's why some commenters are accusing you of setting up a separate "checking" step to determine which effects to resolve. You're essentially saying that as you're resolving effects, you don't want to re-check the updated game state for new simultaneous effects. You're looking for the passage of time - Colette unburies, then afterwards she gains Blighted - where it doesn't exist. Instead, at the start of Colette's activation, she unburies within Hamelin's aura and gains Blighted at the same time. No time passes, and it's still the "start". You don't check once, then resolve all. You
  13. You guys are going nowhere with this back-and-forth. There's no point asking for "authority", since the rules are the only authority and they're open to interpretation. I'm hesitant to wade in to the discussion, but I figure I'll give it a shot. This is key, I think. As long as there are effects that might occur in the current timing step, you should be checking for them. The "start" of a model's activation is either a single instant in time, or the entire duration of the C1 phase (i.e. it is still the start of the model's activation until there are no more start-of-activation
  14. I'm honestly not clear what makes Flight more explicit. If Blade Rush were worded in the same style, something like: Blade Rush: When resolving the Charge Action, instead of this model's Push being interrupted by other models normally, this model may Push through them and inflict 1 damage to them. Would that be equally explicit, and therefore modify the Action? I'm not sure what part of the rule text you're focusing on as explicit.
  15. I'm interested in the comparison. What's an example of an ability that explicitly modifies an action?
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