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I'm not one to trust WK wording but if the oranges haven't jumped in yet I'm betting it's because you have the correct answer.
AN INSPIRATION: Friendly characters with a lower point value that begin or end an action adjacent to Superman can use Willpower for that action.
Due to the existence of powers like this one, I believe it is fairly clear that BP is only meant to provide willpower to characters within 4 at the time the action resolves.
You use Willpower when the Token is being placed as actions resolve. That is when the character would need to be within 4 squares of BP.
Think of a character with 1 action token making an attack and Critical Misses, the take the damage and land on Willpower and they can then ignore the pushing damage. It is checked and used as actions resolve.
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.
This gets my over-complicated for no reason award for the day. I'm certainly not of the opinion that granting someone Willpower and then letting them move away is game breaking and it's so much more intuitive to grant the power and let it last until end of turn that try to specify you must be in X square at Y moment in order for this to work. Sillyness.
This teal light of mine, gonna' stick it where the sun don't shine...
This gets my over-complicated for no reason award for the day. I'm certainly not of the opinion that granting someone Willpower and then letting them move away is game breaking and it's so much more intuitive to grant the power and let it last until end of turn that try to specify you must be in X square at Y moment in order for this to work. Sillyness.
And for the sake of discussion, the way it is ruled, to me is completely in line with the wording of the power. I see no gray area. The power works like it is written within the context of how the game is played.
I'm not saying BIG can't be confused or should see it like I do. I just wanted to point out that BIGs opinion isn't a universal truth / fact.
Visible Dials and Pushing Damage need to be optional. This is the way.
And for the sake of discussion, the way it is ruled, to me is completely in line with the wording of the power. I see no gray area. The power works like it is written within the context of how the game is played.
I'm not saying BIG can't be confused or should see it like I do. I just wanted to point out that BIGs opinion isn't a universal truth / fact.
Undertood Tyro, and you are completely correct. By the letter of the rules, it works exactly as indicated, no questions asked. My whole thing is that it's needless for something with this power level to require such a microscopic definition. It's this kind of thing that makes it hard for new players to integrate into clix, IMHO. I would think people who aren't used to rules-lawyering clix rules (no judgement intended with that statement, btw) that it works like this:
1.) Do I have willpower?
1a.) If yes, I don't take pushing damage.
1b.) If no, I do take pushing damgae.
The intermediate player then learns that you can lose Willpower before actions resolve, and so you must check first to see if you have Willpower when the action token would be placed, not just that you owned it at the beginning of your turn.
Black Panther's power is a third level of logic wherein you have to parce all of that, and realize that the character being granted Willpower needs to be within the specified area of effect when the token is placed. Seems like a lot just to give somebody situational Willpower (again IMO) and I feel things could be rendered a little more "noob-friendly".
This teal light of mine, gonna' stick it where the sun don't shine...
I know it's a bit off topic, but if I hit a character with a role of double and they start off with charge, and I nock them off of charge which leaves them with flurry do they still take the nockback damage or no?
If they have charge when the doubles are rolled then they will not be knocked back. knockback is calculated when the hit happens, at which point they still have charge then the damage is applied and they are clicked off of charge but by then the kb is ignored already.
There is a link in my sig line that can help answer many of these timing questions for you as they arise.
I know it's a bit off topic, but if I hit a character with a role of double and they start off with charge, and I nock them off of charge which leaves them with flurry do they still take the nockback damage or no?
Powers that let you you ignore knock back are checked before damage. In your example, no knock back will occur. Additionally, if they did not have charge before being damaged, and did after, they would still be knocked back.