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What i would like to see is an order of hierarchy if possible. Which set of rules trumps which.
Quote from 2011 Core Rulebook:
"In general, game effects originating from rules on individual cards supersede the rules in this rulebook (that’s part of the fun!)."
Does "cards" refer to character cards? Somebody mentioned the PAC is a card, but is it a card or part of the rulebook?
If cards=/=PAC then character rules trump rulebook regardless of wording.
If cards=PAC then a new priority needs to be established for contradictions.
Does the Defender or Attacker have priority with game effects? Negative trumps positive was mentioned, but does this account for all rule contradictions or is it the "tie-breaker"?
So far it has been implied that the hierarchy goes;
The contradiction is that the Core Rulebook says "cards" supersede the core rules, with "cards" being vague (see question above), but we know the core rules hold precedent over character rules and can limit their function. Why?
Exhibit A) SM #035 - Magog
Excessive Force: When Magog KO's an opposing character, after actions resolve Magog may take one action as a free action.
Under the current wording(copied and altered from the Final Word to literal use):
How many times per turn can Magog use his trait Excessive Force?
He may use it one time when he KOs an opposing character.
But doesn't the rule book say that a character can only use a free action to activate any one particular game effect once per turn?
Yes, it does. Possible errata for this trait is being considered to make the intent more clear.
This Trait's effects were ruled against all precedent based on intention and the response from the deputies admitted that Magog would be limited in the use of his trait by the Core Rulebook.
So now we once again have a smattering of contradicting cans and cannots from different sections of the rules. MisterId mentioned many times that you can't have one "ignore"(Mulk SP) override "cannot be ignored"(Unavoidable) without letting the same happen back (Pulse Wave then ignores Mulk SP's "cannot be ignored") and here is where we need the heirarchy to be clearly defined.
As stated earlier the core rules say to regard the "card"(let's just assume character) over itself, yet the powers that be act in the opposite manner, interpreting character powers (SP's, traits) within the limits of the core rules.
So far the Negative>Positive rule of thumb seems to be the only true constant, setting the precedent that despite the reason you CAN do something, as soon as something says you CAN'T, you can't.
So no a summary of the Deputy Decisions:
Does the Core Rulebook definition of UNAVOIDABLE trump character rules? According to the Deputies, yes Mulk takes damage that is unavoidable.
Does the Core Rulebook use of the word "specifically" in the description of Pushing Damage require the game effect in question to mention Pushing damage by name such as Willpower? According to the Deputies, yes Mulk takes pushing damage.
You are technically correct. The best kind of correct.
I may not know everything, but I know more than you.
Off the top of my head, how's something like this...
ALL: Game effects using the term "all" in its description are still subject to possible exceptions, specifically other game effects that ignore.
CANNOT/DO NOT IGNORE: Any game effect which states it cannot be ignored is not ignored by a game effect which ignores that effect.
SPECIFICALLY: If a game effect includes that some game effect/condition be mentioned specifically, then that game effect/condition must be mentioned by name to qualify for that specific game effect.
I wrote that in two minutes (I type slowly). Clean it up, spit and polish, and add some extra terms to the Glossary. Add clarrification to the Core Rules and the game won't have to spend multiple paragraphs in each power/ability description.
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by Dragon
With the amount of times you are Ninja'd I swear you must have the Past Keyword
My personal feeling is that special powers and traits on the character cards should always win out over "basic" rules. Even golden rules.
If a special power is written:
"Batman can use Outwit. He may use Outwit up to 5 times per turn, but each instance of Outwit must be used on a different opposing character."
It's pretty clear that the power is DESIGNED to break the "once per turn free action" rule.
That's why I think that powers like KC Magog should also break the "once per turn free action" rule.
Another example would be:
"If The Flash has zero action tokens when he is the targe of an attack, modify his Defense value by +4."
This should break the Rule of 3 IF it is written and designed as such.
The prevailing wisdom is that you would only be able to modify The Flash's defense by +3 in that situation. That seems totally off to me, since the special powers and traits BREAK the rules!
"But when I think about Jason...and what I would endure to have him back..."
-Bruce Wayne, Superman/Batman # 12, Sept. 2004
My personal feeling is that special powers and traits on the character cards should always win out over "basic" rules. Even golden rules.
If a special power is written:
"Batman can use Outwit. He may use Outwit up to 5 times per turn, but each instance of Outwit must be used on a different opposing character."
It's pretty clear that the power is DESIGNED to break the "once per turn free action" rule.
That's why I think that powers like KC Magog should also break the "once per turn free action" rule.
Another example would be:
"If The Flash has zero action tokens when he is the targe of an attack, modify his Defense value by +4."
This should break the Rule of 3 IF it is written and designed as such.
The prevailing wisdom is that you would only be able to modify The Flash's defense by +3 in that situation. That seems totally off to me, since the special powers and traits BREAK the rules!
Sure the cards can over-ride the rule book, bit the terms of ignore and cannot be ignored have to a standing ruling or were going to be "well what about this situation" or " which wins between these two cards" and then will be back to the confusion before replace then modify, which goes first "this card was released later so it wins".
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
Lol, I like that idea too! j/k. I say simply refrain from using all-encompassing terms when writing powers, unless you want the effect to be all encompassing.
Sure the cards can over-ride the rule book, bit the terms of ignore and cannot be ignored have to a standing ruling or were going to be "well what about this situation" or " which wins between these two cards" and then will be back to the confusion before replace then modify, which goes first "this card was released later so it wins".
And that's fine.. I don't question how the ruling of the hulk is or anything like that. I abide..
But definitely when someone writes powers from here on out, or the rules are edited for the next starter set..
These are things that should be taken into account.. No more "all" if there are exceptions.
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Ok, I'm fine with Mulk being susceptible to mystics, pushing.
But if that is so, what damage dealt that is not an attack, does he ignore? And I know its not poison, because he has toughness. What damage is his card talking about if not mystics and pushing?
Ok, I'm fine with Mulk being susceptible to mystics, pushing.
But if that is so, what damage dealt that is not an attack, does he ignore? And I know its not poison, because he has toughness. What damage is his card talking about if not mystics and pushing?
Poison with armor piercing, krakoa, Earthquake bfc, knock back damage, etc.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
Well, baring doubles, he ignores any of the innumerable sources of penetrating damage in the game. He ignores Poison+Armor Piercing, or any number of other "+Armor Piercing" combos (I love Armor Piercing).
He'd also ignore damage from any special power that doesn't require an attack roll, like AA Nightshade's From the Land of Nightshades or GSX Cyclop's Concussive Blast, assuming they don't deal unavoidable damage.