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Old 05-15-2018, 09:34 PM   #24
Kirk
 
Join Date: Feb 2018
Default Re: Movement Rule Tweak

I could go nitty gritty with each point, but we obviously see different ways to interpret the rules.

We do allow for various DX values to affect *when* someone can go, so we declare our options as the rules state one should do, and don't just explain it away as something only beginners need to do or for reasons that don't really apply.

We do it because if you declare Move one and cast spell, and your DX is 12, and someone else acts before you, you are *not* dodging, you are in the midst of casting a spell!

If you select move and dodge, and someone shoots at you, you are *dodging* and can't suddenly switch to cast spell. The 5 second turn is short enough to allow some changing, perhaps, but we don't see it as something someone can afford to think about.

This interpretation works, makes declaring an option as stated in the rules making sense to do, and allows us to have DX alterations affect speed, with ones that we feel should affect when you act, not just your accuracy, whether it is a newly downed opponent or a talent or a spell or whatnot.

The key to all of this is a *clearer rules set* with *examples*. Then the mystery will be solved and we will all be able to avoid rules variantism and the schisms it can produce.
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