10-14-2019, 12:38 PM | #61 | |
Join Date: May 2015
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Re: Schrödinger's Hobgoblin infinite loop
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The results of requiring Dodge or Defend to be declared during movement can be very ugly. Basically they become terrible choices in many cases (not that they are very good options anyway), especially for people moving before their foes get to move. e.g. If you can't change out of defensive options, people who pre-declare Dodge will tend to be the last choice for anyone to try a ranged attack on, and instead will tend to attract melee attacks like flies, since they would not be allowed to fight back or even Defend. Similarly, people who pre-declare Defend will tend to be ignored as melee targets or as potential melee threats, and foes will position to allow missile fire against them instead. It's much gamey-er than TFT initiative already is, and results in people being unable to do anything appropriate for a whole turn not just because they're out of position, but because they were forced to commit during movement. Being hacked to death while stuck "dodging" attackers who were 5 hexes away when you chose to Dodge, is pretty miserable. The effect really stinks but can be mitigated by people just almost never choosing to dodge or defend except in very limited circumstances. Or... you can just play the way original Wizard and Advanced Wizard made clear was the thing to do, where you can choose to defend or dodge whenever based on how far you moved. Similarly, you can also avoid all the issues by saying taking an action on your adjDX means you're taking that action (and can't change your mind and poll every target about whether they're going to defend themselves if you attack each of them or not). |
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10-14-2019, 03:23 PM | #62 |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
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Re: Schrödinger's Hobgoblin infinite loop
Having it be a reaction (ala Dungeons & Dragons) works perfectly.
Attacker announces his attack, defender states her reaction to that attack - dice are rolled. No loop. |
10-14-2019, 03:29 PM | #63 |
Join Date: Dec 2017
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Re: Schrödinger's Hobgoblin infinite loop
That is functionally how I think most people are interpreting RAW, with the caveat that you can't dodge/defend if you violated the relevant restrictions during the movement phase.
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10-14-2019, 05:37 PM | #64 | |
Join Date: Jun 2019
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Re: Schrödinger's Hobgoblin infinite loop
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This part of the game is no different now than it was under original Melee and Wizard. I think it (turn sequence, actions, and changing options) was explained and presented better in Wizard and Advanced Melee than its current wording in the new manuals, but that lack of detail in the new ITL doesn't mean any of this has changed. At the hub of all this is three things: (1) movement is not an "action", (2) you aren't locked into declaring any action until it's your turn to act, and (3) your turn to act can come early, as one of a few permissible reaction to an attack on you.
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"I'm not arguing. I'm just explaining why I'm right." |
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10-14-2019, 10:23 PM | #65 | |
Join Date: May 2015
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Re: Schrödinger's Hobgoblin infinite loop
Quote:
I agree it wasn't an intentional change (or at least not a well-thought out one, if it was), but as we can see from some other people's reasoning above and in other threads, they do think it is intended as a rule limiting Dodge to something that must be declared and committed to during movement. Which is why I think wording it that was was an awful mistake. |
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