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Without accusation to anyone in this thread, I believe this is what is meant when people talk about Rules Lawyering.
Albeit incorrectly, as Normal has made clear, I can see someone arguing for this to work the way they would like with great vigor... and possibly intimidating an opponent into acceptance.
I hope that isn't the case, as I hope the understanding of this feat gets out so that Judges have a swift response to those who would weasel.
I agree this is rules lawyering at its best, but really it is on WK to clear up how things work. as i stated above this isn't the way i want it to work in fact quite the opposite, but until they clear the wording it can be ruled this way.
see my above post for a detailed explanation of what i am talking about
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares
to get back to the real point i think there is a difference between after the resolution and after the completion of an action
With no attempt to be rude, prove it.
Please find one passge, line, or phrase in the rules, PAC, E&C, or FAQ that specifices that resolution of an action and completion of an action are not the same thing.
If you can do that, then the loophole of which you speak possibly has some merit. Otherwise, it is just a pipedream of people looking to exploit the rules who didn't bother to check their timing first.
How about this as a starting point (from the LoSH glossary):
resolve: Completing an action and determining its effects, including any of the following: declaring the action, completing a move, rolling a die or dice, taking any free actions allowed by the declared action, dealing damage, and taking damage.
(FYI: I do certainly agree that somethings in this game do need to be clarified/changed to fit with the exisiting terminology. This particular feat is not one of those things, though. This game ain't perfect, but a simply understanding of the anatomy and timing of an action shows why this loophole does NOT exist.)
Don't worry this has been a very interesting and constructive argument ... i like those lol
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How about this as a starting point (from the LoSH glossary):
resolve: Completing an action and determining its effects, including any of the following: declaring the action, completing a move, rolling a die or dice, taking any free actions allowed by the declared action, dealing damage, and taking damage.
in turn when is the "following" of the completion.so if completion = resolving then the feat returns after all of the listed steps above, so you would have already past the part in which you would roll which is after the action is taken and during resolution ...
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares
in turn when is the "following" of the completion.so if completion = resolving then the feat returns after all of the listed steps above, so you would have already past the part in which you would roll which is after the action is taken and during resolution ...
How the heck to do you figure that?
The feat specifically says, "after the action resolves, roll a d6."
If you don't roll until after the action resolves, how can you possibly skip the roll prior to the completion/resolution of the action?
The feat specifically says, "after the action resolves, roll a d6."
If you don't roll until after the action resolves, how can you possibly skip the roll prior to the completion/resolution of the action?
because feats don't come back till after resolution/completion ... so if that step has already happened ... this is why a set order of effects is needed
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares
because feats don't come back till after resolution/completion ... so if that step has already happened ... this is why a set order of effects is needed
Yeah, feats come back on when the action is resolved.
This feat has you roll when the action is resolved.
They happen at the same time.
How is it any different than dealing Poison damage and rolling for Leadership at the beginning of the turn. For convenience sake, we do one, then the other; but from a timing POV, they happen simultaneously... at the beginning of the turn.
Honestly, I am starting to think you are doing this just to be contrary The arguments presented are odd meshing of terms and reasoning that don't really have anything to do with each other, and nothing presented is backed up by a shred of solid evidence from the rules or other documentation. Seriously, just one piece of evidence. Just one! And, as I said before, this loophole could possibly have some merit.
Yeah, feats come back on when the action is resolved.
This feat has you roll when the action is resolved.
They happen at the same time.
How is it any different than dealing Poison damage and rolling for Leadership at the beginning of the turn. For convenience sake, we do one, then the other; but from a timing POV, they happen simultaneously... at the beginning of the turn.
Honestly, I am starting to think you are doing this just to be contrary
I am not being it to be contradictory ... but to offer why i think it does need a clarification
but in the case of them both being at the same time there is an order and the active player decides ... so can i then decide i am done resolving all effects that have to do with this action the the feat comes back ... I have alread finished the resolution so i am on my way to the next action why would the feat trigger, i am finished resolving.
as i said i do agree with you being right i am just trying to get at why it could work this way if they don't clarify ... and to think this could have all been solved had they just put 1 line in the FAQ that says "this feat is not optional once there are tokens on it"
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares
I have alread finished the resolution so i am on my way to the next action why would the feat trigger, i am finished resolving.
Because you don't get to go to the next action yet. If the action is resolved, then you roll the die per the feat. If there are token(s) on the card, the only way you do not roll the die is if the action is not yet resolved. So unless you are playing some odd house rules where you can leave actions half done and continue on with the rest of the game, there is no way to give a character with token(s) on Endurance an action and NOT have the character roll a die at the resolution of that action.
There is no way to go on to the next action while the resolution of the current action still has pending 'stuff'. That would be a like a player trying to say, "Okay, I really don't want to take pushing damage, so I'll choose to end this action right now, before I click, and start my next action."
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as i said i do agree with you being right i am just trying to get at why it could work this way if they don't clarify ... and to think this could have all been solved had they just put 1 line in the FAQ that says "this feat is not optional once there are tokens on it"
But it can't work that way. There is no need to add anything.
I think an easy way to understand the ruling on endurance is to look at Life Model Decoy. With LMD you can choose to turn off the feat so that damage dealt will not be reduced by 1, but regardless of wheter or not you turn it off you still cannot heal the character. Likewise with Endurance you can choose not to use endurance and take pushing damage normally, but, if there are any tokes on the card when you take an action you must roll the dice after it resolves.
Originally Posted by JackAssterson: Best part is, when you're playing with yourself nobody's judging your performance, so there's no pressure.
I think an easy way to understand the ruling on endurance is to look at Life Model Decoy. With LMD you can choose to turn off the feat so that damage dealt will not be reduced by 1, but regardless of wheter or not you turn it off you still cannot heal the character. Likewise with Endurance you can choose not to use endurance and take pushing damage normally, but, if their are any tokes on the card when you take an actionyou must roll the dice after it resolves.
Were does it state this? they made a specific errata for Sidekick so that the carrying part of it was not optional ... so until they make a ruling like that for LMD you can heal people as long as they turn it off at the beginning of the action
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares
What's the point of using endurance for nova blasting? I don't really understand. So you Nova blast, the card goes away, you don't take damage so you put 2 tokens on the endurance card, then when you make another action you still have to roll and probably take more damage instead of 2? What's the point exactly?
What's the point of using endurance for nova blasting? I don't really understand. So you Nova blast, the card goes away, you don't take damage so you put 2 tokens on the endurance card, then when you make another action you still have to roll and probably take more damage instead of 2? What's the point exactly?
There are decent odds you won't taking pushing damage right away, allowing you to push again without Nova Blast to do a regular attack on an opponent. And while Endurance will catch up with you eventually, you can get a fair amount of mileage from the figure before it happens.
Quote : Originally Posted by hail_eris
Little known fact - the "M" in M. Bison actually stands for "malakim2099."
What's the point of using endurance for nova blasting? I don't really understand. So you Nova blast, the card goes away, you don't take damage so you put 2 tokens on the endurance card, then when you make another action you still have to roll and probably take more damage instead of 2? What's the point exactly?
If you roll well (and don't push too much more) you can avoid that pushing damage almost indefinitely. Even if you just put it off a couple turns, that can be a big difference between that Nova Blaster getting KO'd or not.
Oh so you basically just make them explode for a bunch of damage, rather than just nova blasting then getting KOd right away. I see how that could be effective, especially since I love to play aggressively