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What rules arbitrator?? If you hadn't heard, whizkids not longer exists.
So....if I were to say that because WK doesn't exist, the HC rulebook no longer applies, I would be correct also? So I can use HSS, Blades and Exploit Weakness at the same time? If so, what's the point of even posting on threads like this? Just put a sticky on the top of hte forum saying that all rules questions lead to the same answer: "Play using whatever rules you feel is appropriate because "whizkids" no longer exists."
Rule of 3 deals with the total net amount of how much any given combat value can be modified. Those combat values are Speed, Attack, Defense, Damage and Range. The Ro3 doesn't care where the modifiers are coming from, only that they are modifiers to any combat value. If the Easter Bunny (or 5 Con Artists) gave my Cyclops a +5 to his 8 speed value, it would still be capped by Ro3 and at most end at 11. If I had an Atlantean Warrior in water terrain and 5 Con Artists, the Atlantean Warrior's speed value would still only be able to be increased (or decreased) by a maximimum of 3 from the printed value.
Not sure what whizkids has to do with Heroclix. Wizkids on the other hand...
If I'm not wrong, you can still modify values by more than 3, it's just that it caps at three. For instance someone with Energy Shield/Deflection can have their defense modified by +3, to a total defense value modifier of +5 when attacked from range. Rule of 3 makes the modifier into a +3. If the attacker then modifies the defense value by -2, the defense modifier is still +3 (+3+2-2=+3).
That's correct. You apply the Ro3 to the cumulative value of all modifiers.
The classic example is with Move & Attack. I can Perplex Hawkeye's attack value five times for a +5. When he performs the M&A, he gets the -2 for a total of +3 and the Ro3 doesn't actually touch anything as the value was not exceeded.
The most complicated instances of "what happens first" with the rule of 3 comes from halving values, like with charge, rs, and hss. If I remember correctly, if you have a 10 speed with charge, your speed value caps at 13 before the halve, not after. So your 13 halves rounded up would be 7, which is only 2 above 5. So the ro3 becomes ro2 for halving stats.
You're correct regarding the halving of a Perplexed combat value, but following the same logic, it could be "Ro1" (say you have a 9 speed value: as is, it gives you a 5 move if you use Charge; if you Perplex said speed value up to 12, it gives you a 6 move if you use Charge).
The point being: the rule of three has nothing to do with replacement values (which halving a combat value is), and you can't apply a "Rule of [any given number]" on a replacement value (see the Kinetic Accelerator ruling).
The most complicated instances of "what happens first" with the rule of 3 comes from halving values, like with charge, rs, and hss. If I remember correctly, if you have a 10 speed with charge, your speed value caps at 13 before the halve, not after. So your 13 halves rounded up would be 7, which is only 2 above 5. So the ro3 becomes ro2 for halving stats.
The rule of three has nothing whatsoever to do with replacements. If your speed were 20 and yo umoved out of hindering terrain, it would halve to 10 - way more than the rule of three would allow.
Ro3 only applies to modifications of an unmodified value. Your printed speed is an unmodified value. Your speed halved upon using Running Shot is also unmodified (it is replaced, not modified). If your speed were modified at the same time it was replaced, the "replace then modify" rule would kick in. You'd modify the value after the replacement, still within the confines of the Rule of 3.
For example, a Defender is in hindering terrain, has had their defense increased one with Perplex, and has Energy Shield/Deflection. Printed on their dial is a 14 defense. With all the modifiers, it would come to +4 or 18. The Rule of three forces that value to be 17.
Now say that same Defender is adjacent to someone with a 17 defense. Now their defense is 20 - a full 6 away from their printed value, but still within 3 of their unmodified (though replaced) value.
Another interesting one is where you get double Rule of Three.
Say my printed range is 8.
I have HSS, 4 damage, and Extended Range.
My Range has been perplexed up to 11 (8+3).
I perform a ranged attack during my HSS and use Extended Range.
My 8 has been modified to 11. This is now halved to 6, my new unmodified value. This can now be modified again under the Ro3 to a 9, and I still deal 1 damage.
My 8 has been modified to 11. This is now halved to 6, my new unmodified value. This can now be modified again with Extended Range under the Ro3 to a 9, and I still deal 1 damage.
Just clarifying for anyone who didn't pick up the nuance.
Just clarifying for anyone who didn't pick up the nuance.
Heh...I actually didn't see the Extended Range part. I just assumed he was talking about making the HSS attack, against a giant or elevated fig, from a square that was adjacent to 3 SHIELD TA figs.
Heh...I actually didn't see the Extended Range part. I just assumed he was talking about making the HSS attack, against a giant or elevated fig, from a square that was adjacent to 3 SHIELD TA figs.
But the Realms' rules forums is al about asking questions on things that have been asked before. And really...you can't balme him for thinkin the search function messed up when it returned the same thread he had posed the question in. ....something like that at least...