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Post by gamedave on Sept 9, 2019 6:58:37 GMT -5
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Post by gamedave on Sept 9, 2019 15:24:57 GMT -5
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Post by gamedave on Sept 17, 2019 8:55:13 GMT -5
After I got home last night, I looked at the rules again, and realized I was wrong about a few things.
1. Scavenging: For some reason I thought Scavenge rolls succeeded on 5 or 6. They actually only succeed on a 6. Since we've all been using the same Scavenge rules, and 1/3 of Scavenge cards are bad, I don't think this has made a huge difference in balance, but from now on we should probably use the actual rules.
2. Enemies appearing in the middle of a turn: I remembered there being a rule for this, couldn't find it quickly, and winged it last night so we could keep the game moving. I was completely wrong about how it's supposed to work. If an Enemy appears in the middle of a turn that's not a Fight Round (like the Hungry Dead did last night), the turn immediately ends, and then a Fight Round starts, using the normal Initiative order. I don't think in practice this made a big difference last night, since we probably would have taken out the Hungry Dead before they could have acted, but going forward we should use the actual rules.
3. Also, I was wrong about how it works if your Initiative rank has already passed. If a new Enemy appears in a Fight Round after its Initiative rank has already passed, or if Initiative of any figure (Hero or Enemy) that hasn't already activated that round gets boosted to an Initiative rank that has already passed, or any similar shenanigans, they get to immediately activate. You can't miss a turn in a Fight Round because you appeared late or because your Initiative got changed.
4. Large Enemies and blocking figures: This is one mistake that actually probably did have a significant effect on the game. Large Enemy figures (like Snow Terrors/Night Terrors) have a special ability: they can push Medium or Small Enemy figures out of the way. So, the Snow Terrors should have pushed the Void Spiders and/or Custodians of Targa out of the way and attacked.
5. Re-targeting: I think I remembered this rule correctly in one fight, and incorrectly in another. Melee Enemies will continue to attack whichever Hero they initially targeted, unless that Hero Escapes them (or otherwise manages to break contact). In that case, they will re-target, using the normal targeting rules (which may or may not result in the same character being targeted). Ranged Enemies will re-target every round, against any Hero in range, except that they will always target adjacent Heroes first.
6. Attacks and Hits and Damage rolls: this is probably the most fiddly and convoluted area of the rules, and gets into some pretty complex permutations. I think I got this all right a couple of times and got it wrong a couple of times. Basically, you have some choices on how to roll attacks and damage which have different interactions with Grit and re-rolls and some other nooks and crannies of the rules.
6.a. Roll all of your attacks at once, and assign Hits and Damage one at a time. You can use Grit on any or all of your attacks before rolling Damage. Once you start assigning Hits and rolling for Damage, you "lock in" your attacks. Then, assign your first Hit, roll Damage, process the result, then assign your second Hit, and so on. This is usually the most efficient option, but keep in mind, since you're rolling Damage one at a time, spending a Grit only re-rolls a single Damage roll. This appears to be how the Samurai's Furious Advance ability assumes you're making attacks.
6.b.Roll all of your attacks at once, then roll all of your Damage at once. This allows you to use Grit to re-roll any or all of your attacks, then use Grit to re-roll any or all of your Damage. However, if you do this, you lose control of how you assign Hits and Damage. Each Damage roll is assigned one at a time to a legal target Enemy and processed before the next Damage roll is applied. However, you have to assign Damage starting with the highest roll, and assign it to the legal target Enemy with the highest remaining Health, then assign the next highest Damage roll to the legal target Enemy that now has the highest remaining Health, and so on. This is probably the fastest method, and it maximizes Grit and any other "re-roll any or all dice" effects, but removes a LOT of tactical flexibility.
6.c. Roll your attacks and Damage one at a time. As in, roll to Hit, if you Hit, assign it to a legal target, then roll Damage, process the result, then roll your next attack roll. There may be some corner cases where this is most efficient, but since you can process Hits one at a time even if you roll all of your attacks at once, there really isn't much reason to do things this way.
A couple of clarifications:
1. "Splash" Damage: Damage bonuses and other abilities that effect damage (like re-rolling damage dice) only affect Damage that is the direct result of an attack roll unless the ability specifically says otherwise. For example, the Arc Gun artifact does two Hits to a target on a successful Hit, and one Hit to each adjacent Enemy. The "two Hits on a successful Hit" would each benefit from Darkstone Bullets or the Gunslinger's Deadshot ability or a damage boost from a Preacher's Sermon, but the "splash" damage Hits to adjacent targets wouldn't. The same with the Rancher's "Through Shot" (or whatever it's called) ability that does 1d6 damage to an adjacent target. Note that Dynamite specifically does all of its damage as a direct result of a single attack roll, so all of its damage rolls would benefit from a damage boost. I think I actually got this right last night.
2. Start of Mission and End of Mission "re-sets": At the Start of each Mission/Adventure* and at the End of each Mission/Adventure, re-set your Health and Sanity to full, your Grit to 1, and any special tokens or pools (like the Samurai's Fury or Gunslinger's Six Shooter Template) to their starting values. Some specific rules override this. For example, a lot of Travel Events and Town Events cause Damage that specifically carries over into the next Adventure (Mission). Re-sets do not occur between Travel and Town phases - Travel and Town are effectively one phase for this purpose.
*"Mission" and "Adventure" are mostly interchangeable terms except in some corner cases, mostly in the Frontier Town expansion, where you can have in-town Adventures that aren't Missions. In those cases, any effect that carries over to the "next Adventure" applies to the special/in-town Adventure and the next Mission. Otherwise, the special/in-town Adventure counts as being part of the Travel/Town phase. You do not get a re-set at the beginning or end of such a special adventure unless its rules specify otherwise.
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