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I didn't mean to quote you. Sorry, meant to get the first post when he mentioned the 24 rolls in a row.
Batman\Superman #1
Starfire: You are in no position to give us orders!
Superman: I do when people's lives are at stake.
Starfire: ........(Quietly being put in her place)
I didn't mean to quote you. Sorry, meant to get the first post when he mentioned the 24 rolls in a row.
Quote : Originally Posted by Drunky, in post 7
For the rule of three: this rule applies to combat values, not damage dealt. Critical hits increase the damage dealt, therefore it is not subject to the rule of three.
Each critical hit would add one to the damage dealt, which is not capped by the rule of 3. In theory, you can get an infinite amount of damage out of a HSS#2 attack... as long as you keep hitting. It should also be noted that unless you are using the And Stay Down! feat the chance of rolling a critical hit is equal to the one of rolling a critical miss...
Each critical hit would add one to the damage dealt, which is not capped by the rule of 3. In theory, you can get an infinite amount of damage out of a HSS#2 attack... as long as you keep hitting. It should also be noted that unless you are using the And Stay Down! feat the chance of rolling a critical hit is equal to the one of rolling a critical miss...
I agree with the damage part of what you are saying. However, with each successful attack (successful means you roll high enough to hit, no damage even has to be done) and you add 1 to the attackee's (may have just made that word up) defense. This is a modification of a dial's value, hence, the rule of 3 would stop you after 4 (at most) attacks.
Hit (add 1 def) Hit (add 2nd def) Hit (add 3rd def) Hit (can no longer add numbers due to the rule of 3) no further attack can be made because you cannot add to their defense thus ending the attack.
Batman\Superman #1
Starfire: You are in no position to give us orders!
Superman: I do when people's lives are at stake.
Starfire: ........(Quietly being put in her place)
The example in the FAQ (or errata, I forgot which) explaining HSS #2 by using Flash and Gorilla Grodd pretty much says you can keep attacking, though whoever wrote it seems to think it pointless because you can't do any more damage. Clearly they weren't being devious enough! There's nothing to say you have to stop the attack.
Hit (add 1 def) Hit (add 2nd def) Hit (add 3rd def) Hit (can no longer add numbers due to the rule of 3) no further attack can be made because you cannot add to their defense thus ending the attack.
This is untrue. The Rule of Three does not stop you from taking an action that might further modify a value beyond +/-3 of its original value, but instead stops those further modifiers from actually changing the value.
For example, it is completely legal to Perplex a figure's damage value +1 four times (with four different Perplex pieces, of course). However, the Rule of Three prevents all four of the +1s from taking effect, and will cap the effective value at +3.
Also note that all modifiers are taken into account, so if you Perplex down your opponent's defense before HSSoption2-ing him, he can get +4 from the HSS... -1+4= +3.
TRADES. eBay.
An Admin told me that I'm "too smart" for Another Realm. I hold that as a standing order.
I am quite certain the ruling changed. Can't say exactly when, though... maybe Universe?
Honestly, I was pretty certain that it changed... and after checking the PACs, it does look like it was in Universe.
Quote : Originally Posted by Hypertime PAC
HYPERSONIC SPEED. This character moves incredibly fast. (Optional)
...
If the character does not move, he may perform a close-combat Hypersonic Speed attack. Give the character a combat action, but reduce the damage to 1. If the attack is successful, do not click the target's base. Instead, the attacker may continue to attack. Each additional attack after the first one adds 1 to the defense value showing on the target's base; for each attack, compare the total attack value to the increased defense value. Keep track of the number of points of damage inflicted. As long as the character with Hypersonic Speed continues to make successful attacks, he can continue to attack. The attack ends when the attacking player declares an end to the attacks, an attack misses, or the defender is knocked back. When the attack ends, click the target's base a number of clicks equal to the number of points of damage he received during the attack.
Wow... oh, so clunky.
Quote : Originally Posted by Indy PAC
Hypersonic Speed (optional):
...
(2) Give this character a power action. It may perform a close combat attack as a free action. If the attack is successful, this character may continue to perform close combat attacks as free actions against the same target. Increase the target's defense value by 1 for each successful attack after the first until the attack ends; for each attack, compare the attack values to the modified defense value. The attack ends when the attacking player declares an end to the attacks, an attack misses, or the target is knocked back. When the attack ends, damage dealt equals the umber of successful attacks made by this character with the power action.
It is no longer a "combat action" but instead a "power action." Several other things changed (this is where Ro3 came in, too, so the defense was capped... but the damage wasn't) but the relevant bit is bolded.
Quote : Originally Posted by Universe PAC
Hypersonic Speed (optional):
...
(2) Give this character a power action. It may perform a close combat attack as a free action. If the attack is successful, this character may continue to perform close combat attacks as free actions against the same target. Increase the target's defense value by 1 for each successful attack after the first until the attack ends; for each attack, compare the attack value to the modified defense value. The attack ends when the attacking player declares an end to the attacks or an attack misses. When the attack ends, damage dealt equals the number of successful attacks made by this character with this power action.
This is where the knockback part of the clause was removed. Also, barring a ruling that I'm not sure existed at the time, the defense value was still capped at +3 and the damage dealt was (theoretically) infinite. It wasn't until the Icons PAC that the "damage value is reduced to 1" was brought back, and increased by +1 for each further successful attack.
A trip down memory lane and typing practice at the same time...
TRADES. eBay.
An Admin told me that I'm "too smart" for Another Realm. I hold that as a standing order.