GrumpyGrizzly
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Team Support QuestionsJust wanted to clarify a few of the team support rules from a vassal mod implementation.
1) Bribed Ref: You choose which turn to activate him (as long as it's not a monster in the faceoff). Then every turn you are breaking the two rules listed (player in the goal hex, player in the faceoff hex) you roll again to see if he can stand it. Is this correct?
2) Cheerleaders: Can't be used on an interception challenge because they have to be activated at the start of an action?
3) Zlurpee Kegs: No questions here. They are used after an injury roll that was no flopped or null successed.
4) Magic Potions: No questions on this one. Use it once per player any time you like (even after the game is done).
5) Wizard: If the frog gains a GP, does the player gain one as well? The rules say that injuries transfer but not points. Does the frog have the same skills as the original player or is he a frog with no skills?
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GalakStarscraper
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1) After the face-off turn is over .. the Bribed Ref only applies to a player standing in EITHER goal circle. Standing in the face-off circle is not a problem. The face-off circle only matters if it was a Monster and only for the turn immediately following the face-off.
2) Could not be used on an interception ... must be used before the action starts for that turn.
3) Good
4) Good
5) Yes if the frog gained an experience point ... he would keep it. He loses all his learned abillities while he is a frog. I'll try to make both points more clear.
Galak
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GrumpyGrizzly
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| GalakStarscraper wrote: | 1) After the face-off turn is over .. the Bribed Ref only applies to a player standing in EITHER goal circle. Standing in the face-off circle is not a problem. The face-off circle only matters if it was a Monster and only for the turn immediately following the face-off.
2) Could not be used on an interception ... must be used before the action starts for that turn.
3) Good
4) Good
5) Yes if the frog gained an experience point ... he would keep it. He loses all his learned abillities while he is a frog. I'll try to make both points more clear.
Galak |
Thank you for the answers. Frog will be fine. Just wanted a further clarification on the Bribed Ref.
The ref states that he allows someone to end an action inside the circle. By that I assume that it allows the player to pass through the goal hex as well?
Bribed ref's do not cause a SiM when you flop the roll, do they?
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GalakStarscraper
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| GrumpyGrizzly wrote: | Thank you for the answers. Frog will be fine. Just wanted a further clarification on the Bribed Ref.
The ref states that he allows someone to end an action inside the circle. By that I assume that it allows the player to pass through the goal hex as well? | Through can be done without penalty.
| Quote: | | Bribed ref's do not cause a SiM when you flop the roll, do they? | No they don't. Keep in mind that the only way a SiM would matter in this case would be if your opponent had passed momentum to you from a SiM on his turn as the Bribed Ref roll is the first thing to happen in a turn. However ... that said ... no its not a SiM ... it could be but I think I'm fine with the opponent not getting back his own Momentum from his last SiM due to a failed Referee roll.
Galak
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GrumpyGrizzly
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I had a few more questions about the wizard. Assuming he has momentum from a previous SiM, what happens if he flops a challenge? The Transformation and the System Shock both test his attribute in an entirely normal manner compared to a normal challenge.
We're playing it that it's a SiM. He's pretty much a player and it's a pretty straightforward challenge. Is this OK?
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GalakStarscraper
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Guess I need to rethink this ... maybe Bribed Refs and Wizards should be SiMs when the flop.
I can see this .... okay ... I agree that it keeps the game consistent.
Galak
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GrumpyGrizzly
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| GalakStarscraper wrote: | Guess I need to rethink this ... maybe Bribed Refs and Wizards should be SiMs when the flop.
I can see this .... okay ... I agree that it keeps the game consistent.
Galak |
Ok, thanks. I'll get that into the Mod and into my gaming group. I do agree that it is best to have one large overriding set of rules than a bunch of small exceptions.
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GrumpyGrizzly
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Have another question about the wizard spells. This time it's Inferno.
This is a very unique spell in that it has the possibility of both sides rolling challenges on the same turn for the same thing.
So my question comes down to flops and momentum gain on this spell.
Is it possible to gain momentum off this spell? Say I hit my own player and roll 3 successes, does this count as +1 momentum? Are flops on the moving team a SiM? I know that was a real Granny Wendy question, but inferno is a strange spell. It was just pointed out to me that it's not the wizard that flopped the challenge, but the player. Thus a SiM might not be appropriate.
We've been running it that you don't gain momentum or get a SiM on an inferno spell (like with a face-off). But then special rules are needed for the inferno rerolls (you were siding with rerolls allowed for the wizard before).
Also, is it possible to use cheerleaders before the wizard? You mentioned before that the only way a wizard would have momentum was off a SiM. But I am not sure if you forgot about the cheerleaders.
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GrumpyGrizzly
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Followup uestion about inferno and momentum useage: What about the injury rolls for the flop? (probably not because it came from a flop, but nice to have this clearer).
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bouncergriim
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I wonder if the simplest way to solve this would be to just say no momentum for the wizard and no SiM for his flops. It would be a special case, but it would be simpler and more stream lined possibly and since he is a sideline figure anyway it could make sense.
I still like the momentum helping him, but for ease of rules and especially since he is currently optional anyway having a "Special case" for his momenturm rule (no momentum for wizards) sounds easiest to me.
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GrumpyGrizzly
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| bouncergriim wrote: | I wonder if the simplest way to solve this would be to just say no momentum for the wizard and no SiM for his flops. It would be a special case, but it would be simpler and more stream lined possibly and since he is a sideline figure anyway it could make sense.
I still like the momentum helping him, but for ease of rules and especially since he is currently optional anyway having a "Special case" for his momenturm rule (no momentum for wizards) sounds easiest to me. |
If it wasn't for inferno, I would say that treating him like a normal player would be fine. So I would think that either inferno should be no momentum gained or lost, or the wizard himself can neither gain or lose momentum.
If given my own preference I would just take out inferno from momentum, but for rules consistency, I wouldn't whine about no momentum at all.
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GalakStarscraper
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I don't see the issue with Inferno.
If a player flops and the Wizard had Momentum from a SiM (which is the only way he'd have any) then he could use the Momentum on the Injury challenge. That's still a consistent application of the rule.
Galak
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GrumpyGrizzly
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| GalakStarscraper wrote: | I don't see the issue with Inferno.
If a player flops and the Wizard had Momentum from a SiM (which is the only way he'd have any) then he could use the Momentum on the Injury challenge. That's still a consistent application of the rule.
Galak |
Let me break down the problem a bit:
1) A wizard can get momentum from a cheerleader. So it is not only on a SiM from the opposing player. If this is not the case, then that needs to be specified.
Cheerleader: "Each Cheerleader may be used once per Test at the beginning of an action to add one Momentum counter to the Momentum track"
Wizard: "Use of a Wizard is done instead of taking an action with a player for this turn"
Nothing there that would tell me that a cheerleader can't help the wizard. So a wizard can easily have momentum.
2) Ok. I'll give you a picture so you can see what I'm talking about with flops and wizards.
Home team wizard dropped the inferno on the ball carrier.
Yeah, I know that it's a bit stupid for the wizard to have dropped that inferno. Doesn't matter, can't regulate stupidity And I can can see a few situations where this is an acceptable risk.
That is 5 players hit by one inferno. 3 from the Home team and 2 from the away team.
Flops by the Deadwood, Vampling, and Monster would cause a SiM from our discussion earlier.
A) Does the Wizard that cast the spell get to determine the order that people take their inferno challenge? Because given the choice, he'd obviously want rolls against the away team's Ice Troll and Hunter first. Does the wizard get the choice of the order of his own people? Because I'd definitely want to roll that deadwood's 1 dodge last on my list.
B) Assuming the wizard has any choice of order with his own pieces, I'd go with the Vampling, then the Monster, then the Deadwood. However on the Vampling roll he gets a Flop.
What about the rest of the pieces? I would assume he'd still test against the Monster and the Deadwood. Without benefit of momentum. What happens if he flops again on the Deadwood?
C) Hunter (away team) rolls for the inferno challenge and gets 4 successes. Players on the non-moving side don't earn momentum, so I assume that this doesn't mean anything.
D) Vampling (home team) goes crazy and get 5 successes on his inferno challenge. Does that earn the wizard 3 momentum? If so then he could use this to reroll with players taking the inferno challenge later.
I'm not trying to be difficult, just get clarification on a decently complicated piece.
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GalakStarscraper
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I'll make it clear that the Inferno roll doesn't earn momentum (like a Dash challenge). I'll also make it clear that the Wizard picks the order that the players roll in ... and that ALL player must roll for the Inferno challenge even if one flops. I'll add a line to the Flop line that it does not result in a SiM just in case you have one of your own players rolling.
And you are right you could mix a cheerleader with a Wizard to improve a spell ... good point. That's expense ... (25 points for one spell) but a good point.
Galak
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bouncergriim
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IF you had 4 cheerleaders could you use all of them at the start of an action to gain 4 momentum?
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Lines
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| Quote: | | IF you had 4 cheerleaders could you use all of them at the start of an action to gain 4 momentum? |
Yes, you can.
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