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Post by plastic finn on Aug 22, 2016 8:27:00 GMT 2
Suurimpia strategisia muutoksia lähiaikoina tulee DDM Guildin kihojen vihjeistä päätellen olemaan perusformaatin muuttaminen max. 10 aktivaatiosta 8 aktivaatioon. Sillä pyritään ainakin nopeuttamaan peliä ja samalla vähentämään ns. tykinruoan merkitystä. Halpoja figuja saa vielä halvemmaksi kirotuilla esineillä, joista on tullut jo standardi kovissa turnausjengeissä (tämän vuoden EM-voittajalla taisi olla niitä kahdeksan).
Kuulemma eri formaateista tulee erillinen lehdykkä, mikä onkin ehkä hyvä asia koska se pitää sääntökirjan kompaktimpana.
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Post by junttur on Aug 22, 2016 21:50:51 GMT 2
Toi aktivaatioiden määrän vähentäminen tuo kyllä peliin taas ihan uusia tuulia. (Menee aivot aluksi solmuun, mutta kyllä se siitä...) Fodderin määrän vähenemisen lisäksi, jotkut vähän hintavammatkin yksiköt pääsevät taas paremmin mukaan peliin. Katselin minäkin ihan mielenkiinnosta noita EM-kisojen joukkueita ja oliko niin, että jokaisessa warbandissä oli vähintäänkin yksi kirottu esine?
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Post by plastic finn on Aug 13, 2017 22:22:41 GMT 2
Kynnyksellä ollaan. Killan sivuilla ensiversio tulevasta säännöstöstä.
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Post by plastic finn on May 9, 2018 11:33:04 GMT 2
Kun nämä kerran ovat "eturivissä" julkaisujen prioriteeteissä, jopa ajat sitten figuurit saaneen MM3:n korttien edellä, niin voisi veikata että tässä kesän vaihteessa tulee. Toivottavasti. Ei ole kyllä varmastikaan helppo sitä viimeistä pistettä pakettiin lyödä, ja niin paljon sivuprojektejakin (optionaaliset säännöt ym.) siinä on, että huhhuh.
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Post by plastic finn on Nov 6, 2018 15:01:11 GMT 2
Näyttää hyvältä MM3:n lopussa oleva Petrification -määritelmä. Sitä onkin toivottu päivitettäväksi jo kymmenen vuotta - nyt toimii! - Hih-hei, huusivat kylän lapset yhdessä kuorossa.
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Post by plastic finn on Aug 10, 2022 9:27:06 GMT 2
Nämä ovat hyviä, Louisin DDM Discordissa esiin nostamia yksityiskohtia uusista V3-säännöistä.
(Rules Spotlight) Game format Here is first short rules spotlight, to highlight a new rule in V3: fully flexible warband game format including on the creature cost limit. While there was before a 75% hardcoded creature cost limit, it is now possible to play games or tournaments with different parameters. For instance, you might call out a 200-8 (60%) tournament, where the total warband point limit is 200 points, the creature number limit is 8 and the creature cost limit is 120 points (60% of 200). Playing with the creature cost limit is an easy way to shuffle the meta a little, without affecting the game balance too much. Playing with warband point limit on the other hand tends to affect gameplay balance more (e.g., Epic games at 500 points). Playing with creature number limit can also change the gameplay a bit more, inciting swarms into warband construction. But, creature cost limit will have less effect on gameplay, it will mostly target meta. Games can be played at 40%, 50%, 55%, or the good ol' 75%. Anything goes!
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Post by plastic finn on Aug 10, 2022 9:28:35 GMT 2
(V3 Rules Spotlight) End of Round sequenceThe End of Round phase has the following sequence: 1) Score Victory Points (VP) 2) Declare Powers that can be declared at end of round; 3) Powers and effects end, for those than have an ending defined at end of round. Steps (1) and (2) are inverted compared to the previous ruleset (RE/V2). And Step (3) has been added and its timing, defined, relative to the previous ruleset. Scoring end of round VP’s first (at step (1)) means that, e.g., creatures can’t use a power to move into a victory area at end of round and then score VP on that same round. It’s also not possible for a creature to use a power to attack or move an opponent at end of round before they score VP on that same round. One example of a creature that cannot use its power at end of round to score VP on that same round anymore, is the Gold Dragon Nomad: Gold Dragon Nomad CP 2: *Use at end of round:* Place this creature adjacent to an enemy that occupies a victory area. (This creature may score end of round VP normally.) The CP would be resolved at step 2, during the default timing window for resolving end of round powers. You could not score VP on that round for having placed this creature in your victory area, since that step was resolved earlier at step (1). Text in parentheses is reminder text, which reminds of rules as they existed when this creature was published. It is not a trigger or power text itself. Note that this reminder text remains true and valid even if interpreted in the context of V3, i.e. the Dragon can score VP normally. However, normally in V3 means during step (1) of the end of round sequence. On the other hand, note however that while step (2) is the default step for resolving end of round powers, some powers specifically refer to scoring VP as their trigger or effect text. For example: Mimic - Not as it Appears: Use at end of round when an enemy scores VP for occupying a victory area: Place this creature adjacent to that enemy. (This creature may score end of round VP normally.) Buried Dragon Hoard (item) - Claim the Hoard: Use at end of round, only if this creature occupies one of your victory areas: Score double VPs for occupying victory areas this round. In those circumstances, these powers should be resolved during step (1) when VP are scored, because this is where the power says that they take effect. Here is another example of an end of round power: Lidda, Adventurer - A Fool's Hope: Use at end of round, only if this creature has ended a turn in each victory area (minimum 2): You score +15 VP. This power’s trigger is not specific to step (1), so it should be resolved in the default step (2). However, you still score VP with this power, albeit at step (2).
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Post by plastic finn on Aug 10, 2022 9:29:45 GMT 2
(V3 Rules Spotlight) Types of Powers
Powers are now defined according to the following types:
1) Allotted Action Powers: Powers that require expending an attack, move, or minor action. They are used on the creature’s own turn. This is a new name for a set of powers that otherwise works as they did before.
2) Triggered powers: Powers that are usable when the trigger defined in the power occurs, on any creature’s turn, or even during setup, start of round or end of round. They require expending an immediate or free action. a) Voluntary (including champion powers). Player chooses to trigger or not, when the trigger occurs. They have language such as “use when...” b) Mandatory Player must ue the power when the trigger occurs. They have language such as “whenever...” or “must...”. They are always usable (these powers usually react to something). Additional differences between voluntary and mandatory triggered powers: (1) mandatory powers are resolved before voluntary powers when more than one power is triggered by a same game event, a.k.a. within a same trigger window. (More on timing in another spotlight.) (2) Creatures cannot use voluntary triggered powers when they are Dazed, Stunned, Helpless, Petrified.
3) Continuous Powers: Powers that require no action and that normally function continuously: a) Innate:They don’t refer to another creature in the power text. E.g. “Resist 10 Fire: Any fire damage this creature would take is reduced by 10” or “Blindsight: Ignores Invisible, ignores Conceal.” c) Maintained(including auras): They refer to another creature in the power text. E.g. “Goblin allies have +2 speed” or “(aura 2) Enemies that enter aura take 5 damage”. The difference between the two types of continuous powers is that innate continuous powers are always on; while maintained continuous powers are shut down when the creature is stunned, helpless or petrified.
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Post by plastic finn on Aug 10, 2022 9:31:43 GMT 2
(V3 Rules Spotlight) When are powers shut down?
Most powers work all the time, except when a creature has the following conditions, in which case, the following power types or powers can’t be used:
Dazed: the creature: o Can’t use volontary triggered powers (“use when”, “immediate, when”) Stunned, Helpless or Petrified (a.k.a. Inactive): The creature may only use: o mandatory triggered powers (“whenever”), although most of their triggers usually won’t come up o innate continuous powers (continuous powers that don’t refer to another creature, e.g. “Resist 5 Fire”).
Confused: the creature is Dazed so it can’t use volontary triggered powers, and may be forced to take no actions on its turn, or be Dominated. Dominated: Creature is Dazed so it can’t use volontary triggered powers; and on its turn, it can only use these powers: o Lunge power o Move and Shift powers o Charge power o BM or BR attack powers o Mounting and Voluntary Dismount o Squeeze and End Squeezing.
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Post by plastic finn on Sept 2, 2022 8:10:59 GMT 2
Taasen laadukas yksityiskohdan esittely Louisilta:(V3 Rules Spotlight) Use at any time triggerSpoiler alert: this is an advanced rules spotlight. Skip this one if you don’t feel like peeling the onion. You can handle this improbable situation in any way you like if it shows up 🙂Most triggered powers define, well, a trigger. Examples of triggers include “use at start of round” or “use when an enemy enters an adjacent square”. Some powers, however, either state “use at any time”; or they don’t specify a trigger but they’re still triggered powers, which means under the default trigger rule, that the trigger for that triggered power is “use at any time”. “Use at any time” in DDM does not actually mean use at any time. You can trigger use at any time powers at the following default rules-defined trigger windows: • At start or end of (any creature’s) turn, or • When a creature is targeted by an attack, or • After a creature enters a new square. This is slightly different than the use at any time triggers in RE. It is a bit less restrictive, and hopefully a bit easier to remember. Here is one peculiar example of how this trigger might kick in, with a tough client that uses this rule: the Dwarf Male Fighter. It has the following power: Rock, Paper, Scissor: Attack Action: Shift 1; make 2 different {BM} at any time during the shift. (The Warf Male Fighter indeed has two different BM’s, a hammer and a blade, and the mini is all the cooler for it too 🙂 ) “The shift” refers to that one-square regular movement that does not provoke opportunity attacks. Shifting 1 square (or, generally, moving into a square with any regular movement) comprises 2 steps: a) Declaring the destination square b) Expending MP cost and moving into the destination square So, when does attacking “at any time during the shift” allow the Male Dwarf Fighter to attack? There is a single trigger window available to make the first of the two attacks “at any time during the shift”, according to the use at any time default trigger rule. That trigger window is “when the Male Dwarf Fighter enters a new square”. So, for that first attack, “at any time during the shift” means, in fact, “when the Dwarf Male Fighter moves into the new square”. The trigger window for the second attack is a bit trickier. It can be either during that same trigger window of entering a new square, after the first attack is entirely resolved; or, it can be done when the first attack is declared. The first attack would then be interrupted while the second attack is resolved; and once that is done, the first attack would resume and be resolved. If no other creatures act, and if both attacks target the same creature, both these trigger windows are equivalent. I.e., you can resolve both sequentially, or you can resolve the second attack nested within the first, they’ll both in fact resolve when the Dwarf Male Fighter enters a new square during the shift. But, say an Enemy-1 has a triggered power that reads [] Defender: Use when an adjacent enemy declares an attack vs. an ally: Make one {BM} attack vs. that enemy. Then, this sequence might occur: 1) The Male Dwarf Fighter declares Rock, Paper, Scissors, shifts, and declares attack #1 vs. Enemy-2 (ally of Enemy-1) 2) Enemy-1 interrupts Dwarf’s attack #1 and declares Defender 3) Within that same trigger window, Make Dwarf Fighter declares an interrupting BM attack #2 vs. Enemy #1. 4) No other triggered powers are declared. 5) Male Dwarf Figther attack #2 is resolved vs. Enemy #1 and destroys Enemy #1. 6) Enemy #1 cannot resolve Defender, since it is destroyed. 7) Male Dwarf Fighter resolves attack #1 vs. Enemy #2. Could the Dwarf have targeted Enemy #1 from the start? Yes. But maybe he wanted to wait to see if Enemy #1 would burn his use of the Defender power or not. Anyway, Rock, Paper, Scissors is somewhat strangely worded, and yet, it is one among thousands of powers that interact in sometimes unexpected fashion. It is no wonder this game allows so many things. It’s a bit like poetry, but applied to plastic miniatures. (Don’t tell my girlfriend I ever said that!)
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Post by plastic finn on Sept 11, 2022 19:46:44 GMT 2
(V3 Rules Spotlight) Creatures Affected by PowersWhat creatures are affected by powers, and why? The basic rule regarding this is: if the power does not specify others creatures, by default, it then refers to the creature using the power. This is true both for trigger and effects. E.g., “use at start of turn: +2 attack until end of turn” means “start of turn [of the creature using the power]” and “until end of turn [of the creature using the power]”; and “+2 attack” is an effect applied to the creature using the power. If powers refer to “allies”, it is allies of the creature using the power. “Enemies” are enemies of the creature using the power. And “creatures” or “a creature” is any creature, including allies, enemies, and the creature using the power. Attacks have their special rules. By default, an attack affects the target of that attack. If the attack reads “+21 vs. AC; 25 damage AND Dazed” then both effects apply to the target. Let’s have a look at Zariel in the Avernus set. Her basic melee attack is: “{BM} Hammer and Flail: (reach 2) +21 vs. AC; 25 + 15 fire damage AND each enemy within 3 takes 10 cold damage”. 25 + 15 fire damage is the base damage and is applied to the target of the BM under the Attack rules. “Each enemy within 3” then refers to the enemies (of the creature using the power), which means each enemy within 3 of Zariel, including the target of the attack. So on hit, Zariel deals 25 + 15 fire damage as the base damage to the target of the attack, and then to that there is a 10 cold damage to all enemies within 3 which, unless the target was moved after taking the base damage, will most probably include the original target also. So it is likely that the target of the attack will take 25 + 15 fire damage (base damage) and then 10 cold damage; total 50 damage (before other effects are considered). Vajra Safahr has “{r} Chain Lightning: (nearest) +17 vs. Reflex; 20 lightning damage AND nearest 2 enemies within 3 squares of target take 15 lightning damage.” Here, the attack must target the nearest creature, which means nearest to Vajra Safahr herself. On hit, the attack deals 20 lightning damage to that target, plus 15 lighting to the “nearest 2 enemies within 3 squares of target”. Does this mean the “nearest 2 enemies [from Vajra] within 3 squares of target” or the “[nearest 2 enemies within 3 squares], both counted from target”? The answer is that both interpretations make sense according to interpretation of the sentence in ordinary language rules, according to me. A judge in a game could, in my opinion, reasonably decide to interpret this one way or another. However, my personal interpretation is “[nearest 2 enemies within 3 squares] of target” – i.e. “nearest 2 enemies from target” and “within 3 squares from target”. Firstly, I confirm that this was design intent. This does not count in a judge’s interpretation, but it can be relevant in making their own interpretation. Secondly, knowing the D&D spell, we understand that the lightning jumps from the original target, so based on the story of the RPG it would affect other enemies “nearest from target”. I would invite players to have use a common interpretation to make using this creature more predictable; but, it's up to players or judges at each event to make their ruling on this any any other matter where players don't agree on an interpretation of the rules or a creature card.
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Post by plastic finn on Sept 14, 2022 14:02:00 GMT 2
Louis laittoi jälleen yhden pointin:(V3 Rules Spotlight) Stacking Rule – Powers with the same name don't stackThe new V3 stacking rule was formerly known as the Dupliate Effects rule. Its name was changed, because the stacking rule is a bit broader than just checking whether there are duplicates of an effect; and also because it addresses how to handle multiple instances of damage also – and damage is not an effect. The stacking rule addresses a number of scenarios, from auras with the same name but different effects, to deciding which effect takes precedence when they are not simultaneous. I won’t repeat the entire rule here, but if you have questions on them, don’t hesitate to ask. One frequent occurrence of the stacking rule exception that prevents damage and effects from stacking, is when we deal with powers with the same name. The rule reads: “Damage and effects from multiple instances of powers with the same name don’t stack. For attacks, look at the name of the attack power they are defined in.” (The rule also reads: "but base damage from attacks always stacks". But I won't look into base damage in this spotlight.) So the way the rule is written now, is that you only look at damage and effects as they would apply to each individual creature (or player, or map square): if two or more instances of damage or effects come from powers with the same name, they don’t stack on that creature. Example: If your creature is adjacent to two enemies that each have “ Fire Aura: Adjacent enemies take 5 fire damage whenever they activate”, then your creature only takes 5 fire damage when it activates, because both auras have the same name. Here’s another example of the stacking rule. The recently issued Arkhan’s Berserker has the following power: Bloodbound: Whenever a champion ally within 5 squares takes damage: This creature takes 5 damage and that ally takes -5 damage. Let’s say you have 2 ally champions and one Arkhan’s Berserker within 5 squares of them. The two ally champions are both caught in an AoE that deals damage to both simultaneously. Bloodbound would then be resolved as follows. First, note that bloodbound is a mandatory triggered power (“whenever”), so Arkhan’s Berserker does not have the choice of using its power or not: it is obligated to use it whenever an ally champ within 5 takes damage. Also, it is a free action to use (default action), so it may use it more than once in a single creature turn. So, since both champions take damage, it triggers Bloodbound twice from the single Arkhan’s Berserker. Each usage of bloodbound would deal 5 damage to Arkhan’s Berserker and allow one of the champions to take -5 damage. However, since Arkhan’s Berserker can’t be affected by a power with the same name twice (here, its own power), it will only take 5 damage once, while still protecting the two champions for -5 damage each. Inversely, lets say you are playing 2 Arkhan’s Berserkers and you have 1 champion within 5 squares of them. The champion takes damage. This triggers Bloodbound from both Arkhan’s Berserkers. Each Arkhan’s Berserker then takes 5 damage, but the champion only avoids 5 damage only once because it cannot be affected simultaneously by two powers with the same name twice, namely, Bloodbound from both Arkhan’s Berserkers.
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Post by plastic finn on Sept 24, 2022 0:33:23 GMT 2
V3 - Look Under the Hood: Lunge
Lunge appeared as a power for a couple of reasons. One of them is related to what we have been informally calling the 2-square deadzone in V2. Say you have a melee creature with speed 6 and reach 1. In V2, by expending a single attack action, this creature can attack adjacent enemies with a M attack, or it can charge enemies from 6, 5, 4 or 3 squares away; but, if it is precisely 2 squares away, it can't attack the enemy by expending a single attack action. It needs to move at least one square, and then, either attack or charge. This is a deadzone that is artificially created mostly by the Charge power. The deadzone is mostly relevant when a creature is Dazed, but also comes up in other circumstances. While experienced players have used the 2 square deadzone strategically; and even, some rare creature designs are built around it (Psychic Sentinel: I'm looking at you); it is a strange incidental result of the rules that seems counter-intuitive thematically : why would a creature be able to attack from 6, 5, 4, 3, 1 squares away, but not 2? And mechanically it is a gotcha game element when playing vs. new players: until you've experienced this at least once, players won't see it coming. We were happy with the Charge power requiring a minimum of 2 squares of movement; so Lunge was found to be an interesting solution. Lunge also worked along the lines that we wanted for V3 in terms of gameplay, so we found it was a really good fit into the new rules.
V3 - Look Under the Hood: Charge
Another topic, unrelated to the deadzone, is the change to Charge. Charge has a couple of changed in V3: genrally, the requirements are a bit less stringent so its slightly easier to charge and probably easier to understand it; and the charging creature is allowed to continue its turn after the charge, which opens up interesting options. But, Charge got hit by one nerf: it lost its +1 attack bonus that it had in V2. The reason for that is that the charge mechanic was, frankly, strange. With the +1 bonus, melee attackers tried to find ways to charge whenever possible, consequently, you often had creatures shifting or moving in such a way to get a 3-square distance between it and the enemy, and then, charging in at +1, instead of just hitting nearby enemies. This makes for a strange back-and-forth that, to our knowledge, is not representative of actual melee (thematically); and for a strange gameplay mechanic also. Also, it takes a bit of time to resolve all the charges compared to creatures just plain hitting with a {BM}, considering the number of charges that occur in V2. All of this for the smallest bonus in the game: +1 to attacks. By making away with the +1 bonus, it was thus an intent to make the game simpler and quicker to play, and thematically more like what how we imagine melee battles occuring (in as much as we are able to imagine an Ogre attacking a Dragon).
Lunge has been used a bit in the last couple of weeks in games I've played; to avoid "riposte" and "defender", I can also see it useful against creatures that cause damage to adjacent creatures when they are damaged. It really is a significant buff to melee hitters with no minor action and no reach (which is fine be me ;o)).
Ya, it has some significant impact. Note that the V3 rules now specify that cover exists for melee attacks from intervening allies and enemies, so this comes into play in some instances when using Lunge.
Also another reminder on V3 rules changes: all attacks now originate from the corner of a square in the attacker's space, including melee attacks. Hopefully this makes resolving attacks easier as they all work similarly in that respect. One incidental result of this change, is that hard wall corners will not provide cover when attacking a diagonally adjacent creature.
Since we're talking about hard wall corners and Charge: the rule allowing to cut hard wall corners by paying +1 MP increase the instances where Charge is available. Now, it is possible to charge in a straight line across a hard wall corner by paying +1 MP, which allows to respect the criterion of Charge that each square is closer to the target. Whereas in V2, you had to sidestep the hard wall corner, which made charging impossible.
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