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well as has been stated many times traits are there for 2 reasons that i can see.
1: Can add a power/ability that can no be outwitted if they add Can use instead of possess
2: Add a power/ability that can be outwitted but can not be added to the dial due to no place to put a SP by putting Possess instead of Can Use.
It has been well established, for a long time, that there is a difference between "can use" and "possesses." So I don't see how it's very difficult to understand that it can be outwitted. Seems really simple to me if you know there is a difference between the two, and this one specifically states possesses. People want to try to make things more difficult then they really are because they don't agree with a ruling, even though it makes absolute sense to anyone with common sense.
It has been well established, for a long time, that there is a difference between "can use" and "possesses." So I don't see how it's very difficult to understand that it can be outwitted. Seems really simple to me if you know there is a difference between the two, and this one specifically states possesses. People want to try to make things more difficult then they really are because they don't agree with a ruling, even though it makes absolute sense to anyone with common sense.
No i can agree with the Trait's people saying that it should not be outwitted.
But this came up with namora and we have a ruling. Its nothing new but most people did not care that much about namora and did not know this ruling.
But as i stated above are good reasons why it does make sense that some of them can be outwitted and some can not.
Put Jakeem Thunder next to a character with combat reflexes or energy shield. Add a con artist. And come and try and hit my 22.
Before, perplex would have been overridden by the defend and combat reflexes, because of the timing of the actions (granted, a 21 is still formidable, but a 22 is even better).
And you don't even need CR or ES/D. Just perplex up the defense 3 times, have a Defend character- same thing.
I'm drawing a blank on the exact wording, but the perplexes would not have kicked in. Now they do.
This is a wonderful thing for the JSA and Defenders team, also heavy defend teams.
well as has been stated many times traits are there for 2 reasons that i can see.
1: Can add a power/ability that can no be outwitted if they add Can use instead of possess
2: Add a power/ability that can be outwitted but can not be added to the dial due to no place to put a SP by putting Possess instead of Can Use.
If so, some other indicator of the difference should be used. The symbol should be reserved for things that cannot be countered and use a different symbol for things that can be countered. Leaving it to the game-rules semantics of "can use" vs. "possess" is not intuitive.
Alternate Team Abilities: Alternate Team Abilities are now considered a different thing from Feat cards. ATAs are a part of the Modern Age of game play, though there are some differences from when they were considered Feats. Mechanically, ATAs will no longer replace existing team abilities – they will be additional abilities that the qualifying characters can use. As we started with Hammer of Thor, ATAs will be keyword driven rather than based on team symbols. What’s more, we will be going back through all of the existing ATAs and over the course of the next few months, making them available through print-and-play with revised, keyword-driven, additive mechanics. All of this requires some slight changes in order to balance things out a bit. As you’d expect, these pre-existing ATAs will be modified so that they cost a little bit more than they did before. Another balance will be that a force can only have one ATA assigned to it. Finally, wild cards will be allowed to use these team abilities, just like they can use any other team ability on your force.
This has me stoked! They are going to be re-evaluating different old team abilities and making them cost appropriate and keyword base? FANTASTIC!!! No more having to deal with a whole team of Mystic Avengers characters!!!!
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
If so, some other indicator of the difference should be used. The symbol should be reserved for things that cannot be countered and use a different symbol for things that can be countered. Leaving it to the game-rules semantics of "can use" vs. "possess" is not intuitive.
agreed.
this is exactly the kind of thing they were supposed to be cleaning up.
If so, some other indicator of the difference should be used. The symbol should be reserved for things that cannot be countered and use a different symbol for things that can be countered. Leaving it to the game-rules semantics of "can use" vs. "possess" is not intuitive.
but its been a game semantic for such a long time.
Also how would you give them a power for the whole dial and had not room on the dial, and you wanted it to be able to be countered?
This has me stoked! They are going to be re-evaluating different old team abilities and making them cost appropriate and keyword base? FANTASTIC!!! No more having to deal with a whole team of Mystic Avengers characters!!!!
Also agreed. This is the smartest change on the list.
Actually its a distinction with a difference presuming Outwit works the same way in the new PAC.
Maybe this will help
PG page 6
Quote
If a countered power no longer shows on the dial, but then returns to the dial before the beginning of the Outwitting player’s next turn, the power is still countered.
The power is countered by Outwit. When the Trait tries to put it back on the dial it makes no difference it is still Outwitted.
Where as a Power that can be used (not possessed) by a Trait doesnt exist on the dial to be Outwitted in the first place.
FF PAC:
Quote
Outwit
Once during your turn (but not during another action), as a free action this character counters a power or an ability (other than a team ability) possessed by a single target opposing character. Treat the target as if it does not have the countered power or ability, which remains countered until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. If this character loses Outwit or is defeated, the countered power or ability returns immediately.
The rulebook for awhile now has made a big "todo" about the difference between "used" and "possessed". I am deeply suprised that you have missed the distinction.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!