Avert timing question
after movement, caster lands Avert on a monster engaged with a player (or maybe engaged with the caster themselves).
The caster had higher adjDX than the monster.... so now its the monster's time act while Avert is on it... When does the spell's "disengage" clause kick in... aka does the monster get to act (aka the disengage kicks in next rounds "movement phase") or must it disengage right now? |
Re: Avert timing question
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Here is how I have done it and I suspect someone will tell me if I'm not following the rules. If the spell is cast before the foe can have an action, they must disengage one hex. If the spell stays active, the foe has to end their move two more hexes away from the wizard. If the foe had high enough DX, they could act first and attack the wizard before they cast the Avert spell. In that case, the affected foe will have to disengage the next turn as their action. I have seen GMs make an engaged foe move back two hexes instead of one. I don't think that is correct but it didn't really change the affect of the avert all that much. |
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Some GMs will say that Avert kicks in on Turn 1 if the subject has not yet acted and if their movement did not end with them being two hexes further from the wizard, but I do not think this is correct, since it lets the spell have a retroactive effect. Quote:
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Re: Avert timing question
Since the Avert spell mentions disengaging, which can only happen during actions, I would say the monster must disengage on turn 1.
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The spell write up also mentions disengaging which is never done during movement but actions. So, therefore the disengage in turn 1 still applies. |
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Situation 1: Figure B is disengaged, has moved no more than 1 hex, and has a ready bow weapon. Disengage is not an option. Since Figure B can't move again, he can act as normal and loose an arrow when their turn in the ajdDX order comes around despite the Avert spell.Consistency with regard to the circumstances posed by the opening post and those I described is impossible with your interpretation of how to apply Avert on Turn 1 without invoking house rules for the latter six. My interpretation, however, results in a harmoniously consistent application of Avert in all situations. |
Re: Avert timing question
Or I like to think of turn 1 actions being consistent with turn 2+ actions. Your method treats the target creature inconsistently the first action phase while under the affects of Avert.
That is, for an engaged figure under this spell they are forced to disengage. No one that is engaged can move 2 hexes, so a engaged figure will always spend movement shifting 1 hex away unless already at the furthest hex and come action phase, they will disengage. Side issue: I don't understand your situation 6. How is it the disengaged target moved their full movement and did no comply during movement to being under the affects of Avert? (Not important relevant to my point, just looked like a false scenario) So, regarding engaged figures, my interpretation is the consistent way. |
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Regarding disengaging, I wrote, "That is, for an engaged figure under this spell they are forced to disengage."
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must move as far away as it can, even if it has to disengage." |
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As to your last question, since they cannot disengage they cannot. They have no action that turn since they went full movement. As in other turns, if they can disengage they must unless they have already moved 2 hexes away. |
Re: Avert timing question
Here is another way to look at Avert. Think of it as how animals react to fire.
If you cast a Fire spell on a wolf that is engaged, but has yet to act that turn, will it will use its action to disengage. It will not wait for the movement phase of next turn. It cannot go back and change its movement option. Even if it was disengaged. So all the situations that you listed for disengaged character do not apply. It is the same thing. |
Re: Avert timing question
I’ll just point out that, at my table, in every hypothetical instance given, figures under Avert react the same way on the turn the spell was cast, whereas at yours, their reaction is different depending on their engagement status.
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Even in yours the engagement status must apply and affect how the figure reacts. You just choose to ignore it on turn 1. See the example with the wolf in the fire. In all the situations you list, mine is consistent. We can go back to agreeing to disagree. |
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On Turn 1, Figures A and B cast Avert on figures C and D, who have not yet acted. C and D both have ready bows, moved no more than one hex, are 3 hexes from A and B, respectively, and did not end their movement at least two hexes further from them. C is engaged to E, but D is unengaged. Your interpretation compels C to disengage from E instead of taking a last-shot, while D is able to try to plug someone with an arrow. |
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Yes, you understand my interpretation. Same scenario as you posted but now it is Turn 2. The archer was unengaged during turn 1 but Team E moved first in turn 2 and engaged figure F. Basically same engagement status in turn 2 instead of turn 1 of your scenario: On Turn 1, Figures F cast Avert on figure G. On Turn 2 team F moves first and engages figure G. G has a ready bows, during movement G shifts 1 hex or does not move. G is engaged. My interpretation compels G to disengage instead of taking a last-shot. See how G's turn 2 is completely consistent with C's turn 1 (C is from your example)? Comparing C & D in your example is being inconsistent because their situations are different. One is engage and the other is not. Comparing C & G is the same since they are both engaged. The only difference is turn 1 vs turn 2. |
Re: Avert timing question
Many things come down to interpretation and bias of perception in most games. Remember this is a simulation, things must happen in phases in order to give agency to the players ie decission points, damage targets, etc.
This is a prime example of what "you" the gamer think is good/fair in regards to what you think the result of the simulation model should render. Both interpretations you guys have given are fundamentally correct by the rules. Thus this now becomes a question of game balance. A- do want the spell and or wizards in general to be slower in deploying the avert spell (ie summons do nothing on the first turn) B- do you want spells/wizards to be more effective and or quicker to deploy the effects of spells like avert (ie drop weapon effects in the same turn) Personally I think for game balance regarding warriors vs wizards and their ability to affect combat outcomes any spell that takes more than one turn to have effects is a large disadvantage. The turn "phases" of move/combat cause a break in the avert spell only because of its unique effect of primarily focusing on figure placement during movement. It is still a "Thrown" spell and just like drop weapon or confusion or sleep etc it has effect on the turn it is cast. Whether you want that effect for engaged figures to = a forced disengage is very much your choice of balance overall. Should the spell be debuffed? |
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