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#1 | |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Quote:
Yes Steve, it always appeared to me that the intention of the rules was that Dodge/Defend happened irrespective of DX order. However, in the RAW (at least in the copies I have) these are presented like any other option; they have a movement portion and an action portion. The movement portion happens in initiative order and the actions happen in order of adjDX. Since the Dodge/Defend is the action portion of the option, it appears that this must happen in adjDX order. The only part of the rules that showed this differently was the combat example. Also, if you look at the example Skarg gave above, you'll see an interpretation of how options can be changed during a turn. Is that the way you actually play? It would be really great to have these things made absolutely clear in the new edition. Thanks. Last edited by Chris Rice; 06-19-2018 at 03:41 AM. |
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#2 |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Strangely enough, this question has come up totally independently today on Boardgamegeek under the "Melee" entry. 😳😳😳
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#3 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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Quote:
Yes, Skarg's interpretation is how we play. And I agree, making it super clear (likely with a couple examples) in the rules would be great. Warm regards, Rick |
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#4 |
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Join Date: Feb 2018
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Yes, just to make sure SJ sees the problem, most of the referenced threads should be read.
In a nutshell, we play, according to our reading of the rules, that a side chooses options for each character and executes the movement portion of that option. Characters then act in order of adjDX (also needs clarification, what DX alterations affect speed, when one acts, and which affect accuracy, how well one hits?), and can *only* change their option when it is their turn to act and if they would not violate the movement aspect of their option (and, of course, if they chose defend, for example, and made someone roll 4 dice instead of 3, they are stuck with that option). If a character can change *at any time* this can lead to circular and potentially never ending changed options. If one can change at *any* time (say right before someone strikes), there really is *no* reason to do anything but move before actions are resolved. Announcing an option is fairly pointless, so this is one reason we determined that the action can only be changed when it is a character's turn to act. This also makes for a better combative experience, IMO, because then DX (when you act) has a better part to play. |
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