SFR, Inc. Forum Index SFR, Inc.
Forums that relate to SFR products
 
 Watched TopicsWatched Topics   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

'Magic Action'
Goto page Previous  1, 2, 3  Next
 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    SFR, Inc. Forum Index -> Rules Discussion - Dragon Dice™ locked at 3.0 and eariler
View previous topic :: View next topic  
Author Message
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Thu Feb 28, 2013 2:55 pm GMT    Post subject: Reply with quote

The issue is whether a cantrip resolution sai is a 'magic action' or not.

I felt like it was used as such in some cases and not others.

i.e. 'one per magic action' treats cantrip as a magic action... or does it?

thats what needs to be clarified.

I assume thats what you were asking about and you understand the infinite loop that backlash could create it if it done the other way...
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
TheLazyhase
common



Joined: 16 Jan 2013
Posts: 208

blank.gif
PostPosted: Thu Feb 28, 2013 3:08 pm GMT    Post subject: Reply with quote

In the worst case scenario, you may not only have to note the result of every dice : if you have several identical dice, you may need to keep trace of which of thoses dice rolled what in subsequent roll.

The worst case (and very specific) scenario : A is opposed to B
* army A have some mage with cantrip, and two identical unit of type "x". It do a melee attack against B. The two "x" do different result, and the mages roll enough cantrip to do a Volcanic Eruption. Players note the army A result to finish the melee attack resolution afterward
* B roll for save, and have enough cantrip to cast Haunt.
* The haunt army of B roll some damage and a Choke SAI.
* The army A roll for save. One of the "x" unit roll an ID.
At this moment, since Choke kill one of the "x" unit, the player A have to know what the "x" unit that rolled ID was rolling in the melee attack.

Of course, if players don't explicitely try to provoke that, the odds of this happening are extremely low, and with a bit of good will it can be resolved. It just show that thoses fringes cases can be extremely hard to follow.
Back to top
 View user's profile Send private message
DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

netherlands.gif
PostPosted: Thu Feb 28, 2013 5:57 pm GMT    Post subject: Reply with quote

TheLazyhase wrote:
* B roll for save, and have enough cantrip to cast Haunt.


If they save against the Volcanic Eruption, Cantrip will not provide any results. I suppose other spells could provide the necessary conditions though. However, in the case you present, I don't see too much issues. The unit killed by the Choke is removed before the results are finalized, so the unit does nothing.



@ cliff:

Lets see if I got this right: the combo was: 1) backlash - 2) roll for saves - 3) produce Cantrips while rolling for saves - 4) cast Night Moves with the Cantrips - ad infinitum, until enough Cantrips are produced at step 3 to provide a win (or fizzle out).

But if you don't treat Cantrip as a magic action (as it should?) then there is no issue with backlash, is there? So the only issue comes from spells that read 'once per magic action'. And that specific case is easily fixed by changing them to 'once per turn'.
This has the additional benefit that the Multiplicity definition
Quote:
Multiplicity: This term refers to casting the same spell more than once during a single magic action or in the resolution of the Cantrip SAI during a non-magic action.

no longer creates an issue either. Perhaps a clarification ("Spells cast by means of Cantrips can't violate the 'once per turn' maximum") could be added, but I think the case is clear enough as long as the relevant spells are altered to 'once per turn'.


And I still get the impression I'm not seeing something... Mad



F
_________________
717
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7894
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Feb 28, 2013 7:05 pm GMT    Post subject: Reply with quote

I know SFR is against infinite loops...
that's why Group Monster's reroll is deemed as not to allow it's results to be counted say...as an Id...ie
swallow looks for an Id...but group monsters can't roll an Id...
this is to kill the infinite loop...somewhere it caused an issue, so that's why group monster's IDs work that way.

So my guess is, night moves will need to be reworded...if SFR does not want an infinte loop...

I think backlash was clarified with the magic action explanation.

Quote:
Magic Action: This action consists of the acting army rolling for magic results, announcing then resolving spells. Note: the casting of spells from a Cantrip special action icon during a non-magic action or save roll is not considered a magic action, but the resolution of a unique resolution SAI. Also, a Magic Negation roll is not considered a Magic Action.


Last edited by DEEPBLUEB2 on Thu Feb 28, 2013 7:06 pm GMT; edited 1 time in total
Back to top
 View user's profile Send private message Send e-mail
Dolus
rare



Joined: 07 Sep 2011
Posts: 1307
Location: San Diego, CA

usa.gif
PostPosted: Thu Feb 28, 2013 7:05 pm GMT    Post subject: Reply with quote

The combo was wall of thorns. You maneuver up, roll for wall of thorns, get cantrips, cast night moves, maneuver up, etc.

The bad thing about once per turn spells is now if I do a second magic march action in my turn, I'm excluded from certain spells. Not horrible, but inconvenient.
Back to top
 View user's profile Send private message Visit poster's website
chuckpint
White Dragon
SFR President
Site Admin



Joined: 10 Jan 2005
Posts: 9187
Location: Evanston, IL

usa.gif
PostPosted: Thu Feb 28, 2013 7:07 pm GMT    Post subject: Reply with quote

  1. Cast Wall of Thorns/Night Moves/Open Grave.
  2. Move the terrain up with Night Moves.
  3. During the save against the Wall of Thorns, generate enough Cantrips to cast another Night Moves.
  4. Repeat until 8th face (assuming enough Cantrips).


And @ Dolus, no, its not being proposed once per turn, but once per march. So you can cast a "once per march" spell twice in your turn assuming the right conditions.
_________________
You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
Back to top
 View user's profile Send private message Send e-mail Visit poster's website
AC
common



Joined: 26 Feb 2012
Posts: 317
Location: DC GMA

usa.gif
PostPosted: Thu Feb 28, 2013 9:33 pm GMT    Post subject: Reply with quote

Not much to add beyond agreement that some sort of "Magic results from multiple Cantrip SAI rolled not during a magic action may not be combined" rule change might do the trick to weaken Cantrip slightly and to confound the possibility of loops.

The only spells I'm recalling that could be cast and would require any kind of army roll would be Hailstorm -- which at only 2 points one would probably not cast on an army containing other Cantrip units, but we cannot discount it -- and Foul Water, for which only 1-health units are rolled. I mention these spells because while neither permits a player to "loop" his own army, the former could theoretically unleash a "ping-pong loop," which isn't necessarily a gamebreaker but which could certainly cause headaches. No other spell of 4 or fewer points could generate an opposing Cantrip, unless one wasted a 1-point Firebolt on a 3-health unit.

One could also restrict the Cantrip spell list to those spells that can be cast from Reserves, but I for one would consider that too delimiting for the apparent purpose.

My (new) major hesitation with the Cantrip-specific spell effects (i.e., "Black does this and Red does this") is that it essentially splits Cantrip into roughly 10 new SAI's. It's certainly easily within the realm of expectation that a player could memorize 5 more spells, but it would still be 5 more spells with which a new player has to grapple.
Back to top
 View user's profile Send private message
TheLazyhase
common



Joined: 16 Jan 2013
Posts: 208

blank.gif
PostPosted: Fri Mar 01, 2013 1:26 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
TheLazyhase wrote:
* B roll for save, and have enough cantrip to cast Haunt.

However, in the case you present, I don't see too much issues. The unit killed by the Choke is removed before the results are finalized, so the unit does nothing.


Easy : it's removed from the original roll too. So you have toknow what this precise unit rolled on the first roll.
Back to top
 View user's profile Send private message
DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

netherlands.gif
PostPosted: Fri Mar 01, 2013 5:26 am GMT    Post subject: Reply with quote

Dolus wrote:
The bad thing about once per turn spells is now if I do a second magic march action in my turn, I'm excluded from certain spells. Not horrible, but inconvenient.


True. 'Once per march' rather than 'Once per turn' would probably be better.


F
_________________
717
Back to top
 View user's profile Send private message
TheLazyhase
common



Joined: 16 Jan 2013
Posts: 208

blank.gif
PostPosted: Fri Mar 01, 2013 5:44 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
Dolus wrote:
The bad thing about once per turn spells is now if I do a second magic march action in my turn, I'm excluded from certain spells. Not horrible, but inconvenient.


True. 'Once per march' rather than 'Once per turn' would probably be better.


F


"Once per march" with a line of explanation for what happen during Dragon attack, since it's not in a march and you can cantrip in it.
Back to top
 View user's profile Send private message
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Fri Mar 01, 2013 8:14 am GMT    Post subject: Reply with quote

chuckpint wrote:

And @ Dolus, no, its not being proposed once per turn, but once per march. So you can cast a "once per march" spell twice in your turn assuming the right conditions.


Just to clarify, my suggestion is that 'once per march' is a true magic action and not a cantrip during some other type of roll.

i.e. restrict those six spells to not being able to be cast via a cantrip or multiple cantrips in a single roll.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
CalicoCorsair
dragonsteed



Joined: 06 Dec 2012
Posts: 51
Location: United States

usa.gif
PostPosted: Fri Mar 01, 2013 8:39 am GMT    Post subject: Reply with quote

This is all too complicated O.o

The rules define Cantrip already: the casting of spells from a Cantrip special action icon during a non-magic action or save roll is not considered a magic action

So basically, Cantrip only counts as part of a magic action - during a magic action, otherwise Cantrip is an SAI resolution, which is NOT a magic action.

So . . . "once per magic action" obviously does not include the Cantrip SAI during a non-magic action or save roll.

The rules already make it clear, why are we complicating it further?
Back to top
 View user's profile Send private message
piMaster
rare
Stockholder



Joined: 16 Jan 2005
Posts: 3235
Location: Rockford, IL

usa.gif
PostPosted: Fri Mar 01, 2013 8:53 am GMT    Post subject: Reply with quote

Because we can?
Back to top
 View user's profile Send private message Send e-mail AIM Address
Urfaes
dragonmount



Joined: 03 Dec 2012
Posts: 32
Location: Maryland

usa.gif
PostPosted: Fri Mar 01, 2013 8:56 am GMT    Post subject: Reply with quote

I'm actually curious about the probability of all this; it doesn't seem likely to get a one turn 8th face. I can see it, maybe, happening from the 6th. Also, the Night Moves issue isn't really an issue, since Wall of Thorns would probably have been cast on the first march. Unless you roll 17 points of cantrip on a maneuver roll. Not likely.

Which leaves the second march for the maneuver and damage where you roll for 9 cantrips and cast Night Moves. To take more damage and look for another 9 cantrips. All of which seems fairly unlikely and necessitates an army built specifically for that function under Battlefest because the build suggested in the Tips thread can't be built otherwise except under 118 point or higher games.

I don't see those odds as game breaking. I admit, however, that I am not a statistician.
Back to top
 View user's profile Send private message
CalicoCorsair
dragonsteed



Joined: 06 Dec 2012
Posts: 51
Location: United States

usa.gif
PostPosted: Fri Mar 01, 2013 8:58 am GMT    Post subject: Reply with quote

If it's really just a problem for people thinking that someone's going to "possibly" be able to cast a lot of Night Moves . . .

Then here's an easier way to go about it, rather than messing with the rules and overcomplicating:

1. I know my opponent is playing undead
2. I know my opponent has the ability to cast Night Moves off of cantrips due to knowing what his armies are after the reveal.
3. I never leave a terrain undefended, just in case.

Since, after all, Night Moves does allow a counter-maneuver as usual.

I don't see the problem. It's like I was saying with that whole other thread where people were annoyed that the "Path to Victory" worked. If I'm playing vs. someone with Feral, and I see that they may be using Cantrips or Gold to cast Path, then I try not to leave a terrain undefended. There.

The thing is, that I'm a newb player, and I don't see a problem with this. That's how games like this are supposed to work, I'd thought. Sometimes, people find ways that make it easy to win, and you have to think of ways to counter that.
Back to top
 View user's profile Send private message
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Fri Mar 01, 2013 9:21 am GMT    Post subject: Reply with quote

CalicoCorsair wrote:

The rules already make it clear, why are we complicating it further?


Just because its ambiguous.

For example: I agree with you that the rules say you can't do it, BUT in a recent game that included two of the .. call it five people who understand the rules to this game the most... it was allowed.

So it is at best unclear.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Fri Mar 01, 2013 9:23 am GMT    Post subject: Reply with quote

Urfaes wrote:
I'm actually curious about the probability of all this;


It is a fragile construction, but the idea is to include a multiple of flash fires via the medallions, then you ensure enough rerolls to get all cantrips almost every turn.

and yes, this is only a battlefest construction, but for those of us who don't play in the 'normal' tournament at gencon. Battlefest is the game to win.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
AC
common



Joined: 26 Feb 2012
Posts: 317
Location: DC GMA

usa.gif
PostPosted: Fri Mar 01, 2013 12:37 pm GMT    Post subject: Reply with quote

The direction of this thread is not about the Battlefest Wall of Thorns/Night Moves loop potential. That is simply an extreme example that illustrates that ambiguity in the rules regarding Cantrip enables people to execute actions not in line with the intent. Cantrip's propensity to create "non-actions within actions" -- particularly non-actions that but for terminology seem indistinguishable from regular actions -- can overcomplicate gameplay. It's about filling in the cracks to prevent potential confusion and to ensure fluidity of play.

There is also a longstanding concern regarding the potency of magic and imbalances created by Cantrip. If a small change addresses both the more obnoxious instances of Cantrip and its power relative to other SAI's, then it is worth considering.

(If a spell can only be cast "one per magic action," but a Cantrip is not a magic action, then technically one can cast such a spell twice in a single action, either from rolling a sufficient number of Cantrips or by utilizing some other effect to generate multiple rolls. The intent of the restriction, however, is that "the spell is too powerful to allow multiple castings" (Starter Rules, p.32). The phrasing of Cantrip rules allows one to circumvent the object of the Multiplicity rules.

The solution is to rephrase the Cantrip rules. If at the same time the rule might be in part rewritten to cover concerns raised in prior conversations, it represents an opportunity to tackle both items in the same discussion.)
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7894
Location: Des Plaines, IL

usa.gif
PostPosted: Fri Mar 01, 2013 12:53 pm GMT    Post subject: Reply with quote

Quote:
the idea is to include a multiple of flash fires via the medallions, then you ensure enough rerolls to get all cantrips almost every turn.


I was going to bring that up...
as I did a test...
in fact,
if you path away a unit,
you can start pumping it up with wind walks...
and since the cantrips are of 4 increments,
you'll have 3 left over if you have a medallion...
which could add unlimited flashfires...
keep in mind, theoretically,
you can maneuver the terrain down and up infinte times as well.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7894
Location: Des Plaines, IL

usa.gif
PostPosted: Sat Mar 02, 2013 9:53 am GMT    Post subject: Reply with quote

So...
if what is the ruling on Backlash?

Is it considered that the avoidance roll is part of the magic action?

IF so...
would sneak attack work during the avoidance roll of Backlash?

Quote:
Sneak Attack: Special (missile action or magic action); Normal (melee attack or dragon attack)
During a missile or magic action, immediately kill up to four health-worth of opposing units in any army, with no save possible. The owner of the unit with this SAI selects the target army; the target army’s owner selects the unit(s) killed. Any Dragonkin selected as casualties are immediately buried. During a melee attack or a dragon attack, Sneak Attack generates melee results.
Back to top
 View user's profile Send private message Send e-mail
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    SFR, Inc. Forum Index -> Rules Discussion - Dragon Dice™ locked at 3.0 and eariler All times are GMT - 6 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group