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Old 07-18-2009, 05:03 PM   #1
ishinken
 
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Default Wizard Charm: timing?

7. Can a Wizard charm a monster ANYTIME during combat or only before trying to kill it? Meaning that if he doesnt decide right away if he wants to charm it he cannot change his mind later if things doesnt go his way?

Last edited by Andrew Hackard; 07-18-2009 at 06:24 PM.
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Old 07-18-2009, 06:24 PM   #2
Andrew Hackard
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Default Re: Wizard Charm: timing?

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Originally Posted by ishinken View Post
7. Can a Wizard charm a monster ANYTIME during combat or only before trying to kill it? Meaning that if he doesnt decide right away if he wants to charm it he cannot change his mind later if things doesnt go his way?
The Wizard may charm a monster at any time up to rolling the dice to Run Away.
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Old 07-19-2009, 02:19 PM   #3
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Default Re: Wizard Charm: timing?

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Originally Posted by Andrew Hackard View Post
The Wizard may charm a monster at any time up to rolling the dice to Run Away.
What if the Wizard declares he will attempt to run away but before he rolls the die another player attempts to make his escape more difficult or impossible, may he then turn around (so to speak) and charm?
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Old 07-19-2009, 03:33 PM   #4
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Default Re: Wizard Charm: timing?

I'd say that once he declares he's gonna 'run away', he has to roll for it.
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Old 07-19-2009, 04:43 PM   #5
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Default Re: Wizard Charm: timing?

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Originally Posted by kleedrac View Post
What if the Wizard declares he will attempt to run away but before he rolls the die another player attempts to make his escape more difficult or impossible, may he then turn around (so to speak) and charm?
In the case of saying something, that corresponds with the discarding of a card or rolling the die, and not just saying something... It is generally ruled that the action has to take place first.

This is true for things like stealing, the steal doesn't happen until the discard happens for the steal, not when the thief says he is going to steal.

Saying you have to run away or are going to run away doesn't mean you are running away, you don't run away until you run away (which is rolling the dice).
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Old 07-19-2009, 04:55 PM   #6
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Default Re: Wizard Charm: timing?

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Originally Posted by Nixel View Post
Saying you have to run away or are going to run away doesn't mean you are running away, you don't run away until you run away (which is rolling the dice).
I have to disagree... declaring the action of running away(I feel) is saying you are running away. Rolling the dice simply defines whether or not you are successful.
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Old 07-19-2009, 05:27 PM   #7
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Default Re: Wizard Charm: timing?

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I have to disagree... declaring the action of running away(I feel) is saying you are running away. Rolling the dice simply defines whether or not you are successful.
I disagree with this however; if my opponent makes it impossible to run away BEFORE i roll the die I should be able to revise my decision since the situation has changed.

Of course this may be a moot point as I cannot think of a single card that affects a roll to run away BEFORE rolling the die....anyone have access to the card database :P

It doesn't need to be said that after I roll the die it is too late to change my mind since the die has been cast.
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Old 07-19-2009, 06:49 PM   #8
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Default Re: Wizard Charm: timing?

I would say that until you roll the Run Away dice, you have the option to change your mind. Again, though, not a cut-throat player.
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Old 07-19-2009, 06:50 PM   #9
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Default Re: Wizard Charm: timing?

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Originally Posted by ResidentAsylum View Post
I have to disagree... declaring the action of running away(I feel) is saying you are running away. Rolling the dice simply defines whether or not you are successful.
It has been made clear in several recent threads that simply stating you are going to perform an action does not mean the action has started. The action begins when the card hits the table (or the discard pile). So in the case of running away, I believe the action doesn't actually start until you roll the die.
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Old 07-19-2009, 08:03 PM   #10
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Default Re: Wizard Charm: timing?

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Originally Posted by StaticHamster View Post
Of course this may be a moot point as I cannot think of a single card that affects a roll to run away BEFORE rolling the die....anyone have access to the card database :P
After you say you'll run away, someone could play the "Chicken on your Head" Curse (-1 to all die rolls), or perhaps "Change Your Race" and you end up with Gnome/Halfling (-1 to Run Away).
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