Hello all, I just put together a small compilation of house rules for
use by our Helsinki play group, and tried to figure out a way to
integrate the Rowan Ring with the VteS rules (no paralyze). So far I
have:
* Rowan Ring: replace card text with: "Strike: opposing vampire goes into
torpor." (does not transfer to victim).
I removed the transfer "feature" because it didn't make much sense to
me. Any comments, would this incarnation of the Rowan Ring be too
powerful or too weak in your opinion? Compared to the Ivory Bow, this
would give the Bow the advantage of
a) actually doing damage, and
b) being ranged
while the Ring would have the advantage of the effect not being
preventable by damage prevention (dodge / maneuver works, of course).
Opinions?
Secondly, does anyone have a proper definion of what is "hand damage"
and what isn't? No, I'm not interested in the Rules Team garbage about
all non-weapon strikes being hand strikes ("whee, and for my next act
I steal 2 blood from you at long range -- and top it off with Undead
Strength!").
//Petri
BTW, my current "house rules" file looks like this, in case anyone is
interested:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Vampire: the Eternal Struggle" House Rules
These are an evolving set of house rules for the Helsinki Jyhad/VteS player
community. These are additions and changes to the official rules and errata,
with the purpose of fixing some things that are "wrong" with the official
rules. The term "wallpaper fix" means a change to make a useless card
usable.
In addition to these, the latest official errata is in effect.
General Rules
* No upper limit to the library deck size.
[the number of players is rarely known beforehand, and people like to
experiment with deck design, i.e. build large decks]
* VteS card texts are used for Jyhad cards.
[makes the game play uniform for people with cards from different sets,
and the VteS texts are better in most cases]
* Political cards burned for extra votes are replaced at the end of the
minion phase.
[DCI tournament rule, fix for degenerate vote push decks]
* A minion may not attempt the same action more than once per turn,
regardless of subsequent untapping.
Definition of "same action": For the purposes of cards that prohibit
the "same action", if an action defined in the rulebook (bleed, equip,
recruit ally, recruit retainer, political action, hunt, encounter
vampire in torpor, leave torpor) is accomplished more than once, it is
considered the same action even if the target changes or a different
action card is used. Likewise, any such action accomplished without a
card is considered the same as the same action accomplished with an
action card.
[DCI tournament rule, fix for degenerate untap decks]
* Action cards and Action Modifiers can always be played by the acting
Minion, even if it is not the controlling Methuselah's turn. Reaction
cards can be played by Minions controlled by a Methuselah other than
the Methuselah controlling the acting Minion, regardless of whose turn
it is.
[Commonsense ruling, mainly for Malkavian Madness Network situations]
* Stealth may only be increased when necessary, i.e. when blocked by a
minion with sufficent intercept.
[Fix for a recent completely braindead Rules Team ruling]
* Weapon strikes are never hand strikes (even though the damage may be
based on hand damage). Strikes usings cards that do not specifically
mention hand damage are not hand strikes. Ranged damage is never hand
damage.
[The Rules Team is very confused about what is "hand damage" and what
isn't, and has thrown common sense out the window. The definition above
may need to be modified to take some special cards into account(?)]
* Strikes which say "do damage based on melee weapons" can do damage even
if the melee weapon doesn't normally do damage. Notably, Lucky Blow,
Undead Strength, etc. can be used with Rowan Ring.
[Commonsense ruling]
Specific Cards
* Chainsaw: does 3 damage each strike, only usable once each round.
[Wallpaper fix]
* Concealed Weapon: does not require Obfuscate.
[Wallpaper fix, this seems to have been the original intention of the
card]
* Form of Mist: the superior version counts as an action modifier, so
only one may be used on a given action.
[Fix for semi-degenerate FoM decks]
* Monocle of Clarity: may not be used to ask questions about the future
or outside the game. Metaquestions (trick questions about questions)
are not allowed.
[Fix for degenerate uses of the Monocle]
* Rowan Ring: replace card text with: "Strike: opposing vampire goes into
torpor." (does not transfer to victim).
[Makes the Rowan Ring usable under VteS rules (no paralysis).]
* Werewolf Pack: is not unique, and add text: "Can prevent one damage
each combat. During the controller's untap phase, if the Pack has less
than 3 lives, add one from the blood bank."
[Wallpaper fix]
Petri Wessman wrote:
> Secondly, does anyone have a proper definion of what is "hand damage"
> and what isn't? No, I'm not interested in the Rules Team garbage about
> all non-weapon strikes being hand strikes ("whee, and for my next act
> I steal 2 blood from you at long range -- and top it off with Undead
> Strength!").
From: vte...@regency.wizards.com (L. Scott Johnson)
Newsgroups: rec.games.trading-cards.jyhad
Subject: General game defintitions
Date: 24 Feb 1997 20:18:07 GMT
Message-ID: <5est1v$6...@news.wizards.com>
To clear up a few points that may have been clouded by earlier
conflicting or ambiguous statements:
Hand Strike - any non-ranged, non-weapon strike that deals damage based
on the striking minion's hand damage, or any minion's non-ranged
damage-dealing innate strike.
Hand Damage - damage from a hand strike.
e.g. Damage from a Bastard Sword is *not* hand damage.
--
L. Scott Johnson (vte...@regency.wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team
The fix for the Rowan ring is probably the best that I've seen. All your fixes
are good and I like the one for the Werewolf Pack - no more wallpaper. :)
Petri Wessman wrote:
>
[clip]
>
> * No upper limit to the library deck size.
> [the number of players is rarely known beforehand, and people
> like to
> experiment with deck design, i.e. build large decks]
You are aware that this is incompatible with the Sabbat withdrawal
rules, aren't you? You either need to alter your rule or add another
house rule ignoring/altering the Sabbat withdrawal format.
> * VteS card texts are used for Jyhad cards.
> [makes the game play uniform for people with cards from different
> sets,
> and the VteS texts are better in most cases]
>
This is already part of the official rulings and errata.
> * Weapon strikes are never hand strikes (even though the damage may
> be based on hand damage). Strikes usings cards that do not specifically
> mention hand damage are not hand strikes. Ranged damage is never hand
> damage. [The Rules Team is very confused about what is "hand damage" and
> what isn't, and has thrown common sense out the window. The definition
> above may need to be modified to take some special cards into account(?)]
The ruling you are referring to was made by the underqualified Jon
Wilkie and have since been corrected.
> * Concealed Weapon: does not require Obfuscate.
> [Wallpaper fix, this seems to have been the original intention of the card]
While this is a good fix, it inadvertantly makes the Nosferatu weaker by
making the ability to disguise or conceal a weapon a much more
accessable ability.
> * Form of Mist: the superior version counts as an action modifier, so
> only one may be used on a given action.
> [Fix for semi-degenerate FoM decks]
Probably not a good idea to muddy the waters with an action modifier
that can be played during combat. The best fix here is to simply make
the rule about unneeded stealth apply at all times. With this rule in
place a minion would be prevented from playing the superior FoM unless
there was a block. As part of this ruling, "enter combat with" actions
would be considered "complete" if the action is not blocked. The
completion would occur before the resulting combat. Or to put it
another way, the "enter combat with" is the action not the combat
itself.
> * Monocle of Clarity: may not be used to ask questions about the
> future or outside the game. Metaquestions (trick questions about
> questions) are not allowed.
> [Fix for degenerate uses of the Monocle]
The current fixes for Monocle are sufficient and superior to the ones
listed above. Questions about the future are fine as long as the future
pertains only to the current turn.
-Robert
--
......................................................................
:The opinions expressed here are strictly my own delusional ramblings:
:and do not reflect the opinions of The Walt Disney Company. :
: :
:Robert Goudie robert...@studio.disney.com:
:LA Tourney Info - http://www.cs.ucr.edu/~ezix/other/rg/vtourn_1.html:
:....................................................................:
:Da pony run, he jump he pitch. He t'row my master in da ditch. :
:He died and da jury wondered why. Da verdict was the blue tail fly.:
:....................................................................:
In article <7xvi42o...@termiitti.akumiitti.fi>, Petri Wessman
<or...@termiitti.akumiitti.fi> writes
>Hello all, I just put together a small compilation of house rules for
>use by our Helsinki play group, and tried to figure out a way to
>integrate the Rowan Ring with the VteS rules (no paralyze). So far I
>have:
>
> * Rowan Ring: replace card text with: "Strike: opposing vampire goes into
> torpor." (does not transfer to victim).
It's probably better to use the alternative rules in V:TES (it does
mention the fact that no new cards will have Paralyse but if you use the
old cards this is what they do) since Paralysis has always been (and
should always be) easier to get out of than torpor. And the Rowan Ring
should transfer to the victim because if a vampire is staked (as they
would be with the huge, wobba-jobba pointy bit on the Rowan Ring (havn't
seen card, but know this from V:TM)) and you remove the stake, they are
no longer staked and can move around normally (just with a bit less
blood and or health).
>I removed the transfer "feature" because it didn't make much sense to
>me. Any comments, would this incarnation of the Rowan Ring be too
>powerful or too weak in your opinion? Compared to the Ivory Bow, this
>would give the Bow the advantage of
>
> a) actually doing damage, and
> b) being ranged
>
>while the Ring would have the advantage of the effect not being
>preventable by damage prevention (dodge / maneuver works, of course).
>
>Opinions?
>
Well, the point is that the Ivory Bow does do damage - aggravated
damage. Aggravated damage is very susceptible to the card Rotschreck,
whereas paralysis isn't.
>Secondly, does anyone have a proper definion of what is "hand damage"
>and what isn't? No, I'm not interested in the Rules Team garbage about
>all non-weapon strikes being hand strikes ("whee, and for my next act
>I steal 2 blood from you at long range -- and top it off with Undead
>Strength!").
>
As far as I know, this has been over-ruled .... rustle of papers.... the
last rules errata from the Sabbat (for some reason) has the following
ruling from LSJ which is easy to use:
Combat Hand Strike - any non-ranged, non-weapon strike that deals damage
based on the striking minion's hand damage, or any minion's non-ranged
damage dealing innate strike.
This is simple to follow. Striking for hand damage is, obviously, hand
damage.
Striking with Thrown Sewer Lid isn't (ranged strike, not based on hand
damage).
Blood Rage isn't (close range, but not based on hand damage)
Undead Strength is hand damage (close range, based on hand damage)
unless used on bastard sword (that nullifies it because using a weapon
means it isn't)
>//Petri
>
>
>BTW, my current "house rules" file looks like this, in case anyone is
>interested:
>
>- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>
> "Vampire: the Eternal Struggle" House Rules
>
>These are an evolving set of house rules for the Helsinki Jyhad/VteS player
>community. These are additions and changes to the official rules and errata,
>with the purpose of fixing some things that are "wrong" with the official
>rules. The term "wallpaper fix" means a change to make a useless card
>usable.
>
>In addition to these, the latest official errata is in effect.
>
>General Rules
>
> * No upper limit to the library deck size.
> [the number of players is rarely known beforehand, and people like to
> experiment with deck design, i.e. build large decks]
Can get a teensy bit out of hand - we used to play an upper limit of 100
and decks got a bit silly, but 100 was an easier number to use than
telling everybody who was coming exactly who else was coming - any last
minute cancellations would mean ringing round everyone.
>
> * VteS card texts are used for Jyhad cards.
> [makes the game play uniform for people with cards from different sets,
> and the VteS texts are better in most cases]
Always sensible.
>
> * Political cards burned for extra votes are replaced at the end of the
> minion phase.
> [DCI tournament rule, fix for degenerate vote push decks]
Hmmm... we never got along with that, but we tend to avoid vote decks
because people scream at you (the only votes we tend to use - beside
ones which get you more votes eg Praxis Seizures) are the pool
maneuvering or depletion votes (Parity Shift, KRC etc.) It's very
difficult to win without using those type of votes.
>
> * A minion may not attempt the same action more than once per turn,
> regardless of subsequent untapping.
>
> Definition of "same action": For the purposes of cards that prohibit
> the "same action", if an action defined in the rulebook (bleed, equip,
> recruit ally, recruit retainer, political action, hunt, encounter
> vampire in torpor, leave torpor) is accomplished more than once, it is
> considered the same action even if the target changes or a different
> action card is used. Likewise, any such action accomplished without a
> card is considered the same as the same action accomplished with an
> action card.
> [DCI tournament rule, fix for degenerate untap decks]
>
Is this really such a problem for other people? We hardly ever play
Rutor's Hands or Freak Drives.
> * Action cards and Action Modifiers can always be played by the acting
> Minion, even if it is not the controlling Methuselah's turn. Reaction
> cards can be played by Minions controlled by a Methuselah other than
> the Methuselah controlling the acting Minion, regardless of whose turn
> it is.
> [Commonsense ruling, mainly for Malkavian Madness Network situations]
I think the point of not being able to play action modifiers on someone
else's turn is that it's difficult enough to get control over vampires
when it's your turn (high pool cost) and doing it outside of your turn
is a bit difficult (the same reason why you can only play one Out of
Turn Master until after your next turn regardless of how many master
phase actions you should get next turn).
>
> * Stealth may only be increased when necessary, i.e. when blocked by a
> minion with sufficent intercept.
> [Fix for a recent completely braindead Rules Team ruling]
>
Okay, so it's a brain dead ruling, but you can use it to your advantage
in you own decks (stops hand jam). Just ban it when you're not playing
a stealth deck.
> * Weapon strikes are never hand strikes (even though the damage may be
> based on hand damage). Strikes usings cards that do not specifically
> mention hand damage are not hand strikes. Ranged damage is never hand
> damage.
> [The Rules Team is very confused about what is "hand damage" and what
> isn't, and has thrown common sense out the window. The definition above
> may need to be modified to take some special cards into account(?)]
See above.
>
> * Strikes which say "do damage based on melee weapons" can do damage even
> if the melee weapon doesn't normally do damage. Notably, Lucky Blow,
> Undead Strength, etc. can be used with Rowan Ring.
> [Commonsense ruling]
>
Especially Reverend Blackwood using Theft of Vitae (stupid bloke we met
in a shop).
>Specific Cards
>
> * Chainsaw: does 3 damage each strike, only usable once each round.
> [Wallpaper fix]
>> * Concealed Weapon: does not require Obfuscate.
> [Wallpaper fix, this seems to have been the original intention of the
> card]
Kind of down plays the point of Obfuscate though. Just letting anyone
bring weapons into play is a bit of a pain for the Malks and Nosferatu
>
> * Form of Mist: the superior version counts as an action modifier, so
> only one may be used on a given action.
> [Fix for semi-degenerate FoM decks]
We played, at one point, that it could only be used by an acting minion
who was blocked and went into combat, but didn't prevent people playing
more than one per action (eg if the newly continued action is blocked)
>
> * Monocle of Clarity: may not be used to ask questions about the future
> or outside the game. Metaquestions (trick questions about questions)
> are not allowed.
> [Fix for degenerate uses of the Monocle]
Better to play it that you can ask questions about the future but you
are only bound to them until your next untap phase (as per RTR).
>
> * Rowan Ring: replace card text with: "Strike: opposing vampire goes into
> torpor." (does not transfer to victim).
> [Makes the Rowan Ring usable under VteS rules (no paralysis).]
See above.
>
> * Werewolf Pack: is not unique, and add text: "Can prevent one damage
> each combat. During the controller's untap phase, if the Pack has less
> than 3 lives, add one from the blood bank."
> [Wallpaper fix]
Is a fairly rubbishy ally, but only letting it prevent one damage is a
bit of a let down for the Garou who regenerate almost as fast as The
Crow (now I'm dead, now I'm not).
--
James Coupe
"It's not easy having a good time - even smilimg makes my face ache"
Robert Goudie <robert...@studio.disney.com> writes:
> >
> > * No upper limit to the library deck size.
> > [the number of players is rarely known beforehand, and people
> > like to
> > experiment with deck design, i.e. build large decks]
>> You are aware that this is incompatible with the Sabbat withdrawal
> rules, aren't you? You either need to alter your rule or add another
> house rule ignoring/altering the Sabbat withdrawal format.
Yeah, I've added added a section to ignore the Sabbat rule. Never
liked it myself.
> > * VteS card texts are used for Jyhad cards.
> > [makes the game play uniform for people with cards from different
> > sets,
> > and the VteS texts are better in most cases]
> >
>> This is already part of the official rulings and errata.
Hmmm... ok, maybe I've missed it, I'll have to read through the
official errata once more.
> > * Weapon strikes are never hand strikes (even though the damage may
> > be based on hand damage). Strikes usings cards that do not specifically
> > mention hand damage are not hand strikes. Ranged damage is never hand
> > damage. [The Rules Team is very confused about what is "hand damage" and
> > what isn't, and has thrown common sense out the window. The definition
> > above may need to be modified to take some special cards into account(?)]
Yeah, I found a section on hand damage in the Sabbat errata list (why
is it there instead of the VteS errata list / rules?).
> > * Concealed Weapon: does not require Obfuscate.
> > [Wallpaper fix, this seems to have been the original intention of the card]> While this is a good fix, it inadvertantly makes the Nosferatu weaker by
> making the ability to disguise or conceal a weapon a much more
> accessable ability.
I don't see that as much of a problem, CW is still limited with
regards to DW (cost/damage limits and must be played at start of
combat). I don't see it as hurting Nosferatu much, they are better off
using Potence/Animalism anyway (IMHO). Malks are a better candidate
for hidden weapon users...
> > * Form of Mist: the superior version counts as an action modifier, so
> > only one may be used on a given action.
> > [Fix for semi-degenerate FoM decks]
>> Probably not a good idea to muddy the waters with an action modifier
> that can be played during combat. The best fix here is to simply make
> the rule about unneeded stealth apply at all times. With this rule in
> place a minion would be prevented from playing the superior FoM unless
> there was a block. As part of this ruling, "enter combat with" actions
> would be considered "complete" if the action is not blocked. The
> completion would occur before the resulting combat. Or to put it
> another way, the "enter combat with" is the action not the combat
> itself.
Hmmm, I'm not sure I follow you here. Since FoM is used in combat,
there almost always was a block preceeding it (playing FoM in a rush
combat doesn't make much sense).
The intention here wasn't to actually make FoM as action modifier,
just to limit it to one per action. We've seen FoM decks around here
that border on the degenerate ("bleed - block - FoM - continue bleed"
until the prey has no untapped intercept-capable minions left or
declines to block).
This - like a lot of the house rules on my list - are experimental, so
all opinions are very welcome.
> > * Monocle of Clarity: may not be used to ask questions about the
> > future or outside the game. Metaquestions (trick questions about
> > questions) are not allowed.
> > [Fix for degenerate uses of the Monocle]
>> The current fixes for Monocle are sufficient and superior to the ones
> listed above. Questions about the future are fine as long as the future
> pertains only to the current turn.
Hmph, so they are. Been a while since I checked them, and the current
errata looks very usable. Thanks.
Ok, so here is the latest incarnation:
- - - - - - - -
"Vampire: the Eternal Struggle" House Rules
These are an evolving set of house rules for the Helsinki Jyhad/VteS player
community. These are additions and changes to the official rules and errata,
with the purpose of fixing some things that are "wrong" with the official
rules. The term "wallpaper fix" means a change to make a useless card
usable.
In addition to these, the latest official errata and the official VteS rules
are in effect.
General Rules and Definitions
* No upper limit to the library deck size.
[The number of players is rarely known beforehand, and people like to
experiment with deck design, i.e. build large decks]
* VteS card texts are used for Jyhad cards.
[Official rule, repeated here for clarity.]
* Political cards burned by you for extra votes during your own turn are
not replaced until the end of your minion phase. Political cards burned
by other Meths are replaced after the vote resolves, as normal.
[DCI tournament rule, fix for degenerate vote push decks]
* A minion may not attempt the same action more than once per turn,
regardless of subsequent untapping.
Definition of "same action": For the purposes of cards that prohibit
the "same action", if an action defined in the rule book (bleed, equip,
recruit ally, recruit retainer, political action, hunt, encounter
vampire in torpor, leave torpor) is accomplished more than once, it is
considered the same action even if the target changes or a different
action card is used. Likewise, any such action accomplished without a
card is considered the same as the same action accomplished with an
action card.
[DCI tournament rule, fix for degenerate untap decks]
* Action cards and Action Modifiers can always be played by the acting
Minion, even if it is not the controlling Methuselah's turn. Reaction
cards can be played by Minions controlled by a Methuselah other than
the Methuselah controlling the acting Minion, regardless of whose turn
it is.
[Common-sense ruling, mainly for Malkavian Madness Network situations]
* Stealth may only be increased when necessary, i.e. when blocked by a
minion with sufficient intercept.
[Fix for a recent completely brain-dead Rules Team ruling]
* Hand Strike - any non-ranged, non-weapon strike that deals damage based
on the striking minion's hand damage, or any minion's non-ranged
damage-dealing innate strike.
Hand Damage - damage from a hand strike. (e.g. damage from a Bastard
Sword is not hand damage)
[Official rule, repeated here for clarity]
* Strikes which say "do damage based on melee weapons" can do damage even
if the melee weapon doesn't normally do damage. Notably, Lucky Blow,
Undead Strength, etc. can be used with Rowan Ring.
[Common-sense ruling]
* The forced withdraw rule from the Sabbat expansion is not used.
[This rule -- which forces you to withdraw from the game if you run out
of library cards -- is idiotic since you can still win even though you
have no library cards left.]
Specific Cards
* Chainsaw: does 3 damage each strike, only usable once each round.
[Wallpaper fix]
* Concealed Weapon: does not require Obfuscate.
[Wallpaper fix, this seems to have been the original intention of the
card]
* Form of Mist: the superior version can only be used once on a given
action.
[Fix for semi-degenerate FoM decks]
* Rowan Ring: replace card text with: "Strike: opposing vampire goes into
torpor." (does not transfer to victim).
[Makes the Rowan Ring usable under VteS rules (no paralysis).]
* Werewolf Pack: is not unique, and add text: "Can prevent one damage
each combat. During the controller's untap phase, if the Pack has less
than 3 lives, add one from the blood bank."
[Wallpaper fix]
----------------------------------------------------------------------------
Petri Wessman <or...@akumiitti.fi>
Last modified: Wed Jun 4 15:12:38 EEST 1997
Robert Goudie wrote:
> Petri Wessman wrote:
> > * Form of Mist: the superior version counts as an action modifier, so
> > only one may be used on a given action.
> > [Fix for semi-degenerate FoM decks]
>> Probably not a good idea to muddy the waters with an action modifier
> that can be played during combat.
There is already one action modifier that can only be played in combat:
Ritual of the Bitter Rose (due to the change in text in the VtES
version).
> The best fix here is to simply make
> the rule about unneeded stealth apply at all times. With this rule in
> place a minion would be prevented from playing the superior FoM unless
> there was a block. As part of this ruling, "enter combat with" actions
> would be considered "complete" if the action is not blocked. The
> completion would occur before the resulting combat. Or to put it
> another way, the "enter combat with" is the action not the combat
> itself.
This would remove the ability to use FoM to restart a successful
Bum's Rush, but would not remove the ability to play multiple FoM
on a single action (the way the "FoM is an action mod" would).
[ quoted text not captured ]
James Coupe (ja...@bgrace.demon.co.uk) wrote:
: Combat Hand Strike - any non-ranged, non-weapon strike that deals damage: based on the striking minion's hand damage, or any minion's non-ranged
: damage dealing innate strike.: This is simple to follow. Striking for hand damage is, obviously, hand
: damage.: Striking with Thrown Sewer Lid isn't (ranged strike, not based on hand
: damage).: Blood Rage isn't (close range, but not based on hand damage): Undead Strength is hand damage (close range, based on hand damage)
: unless used on bastard sword (that nullifies it because using a weapon
: means it isn't)
Can anyone tell me what the current rule for cards like Burning
Wrath is? Burning Wrath does damage (aggravated) based on hand
damage ("Strike: +2 aggravated hand damage" I believe is the
exact wording). When DS first released the card, it was
clearly ruled to be _not_ a hand strike and therefore not
modifiable further by Undead Strength. Is this still the
case? By the definition above, it is a hand strike, yes?
<repeat actions>
: Is this really such a problem for other people? We hardly ever play: Rutor's Hands or Freak Drives.
We play Rutor's Hands and Freak Drives, etc frequently, but it
has never been a problem. Rutor's Hand is powerful, but an
easily identifiable threat and relatively easy to block. Freak
Drives and the like simply aren't abused because then the game
isn't as much fun for anyone. I find them most useful for
other things like "Stanislava plays Restoration to gain 3,
Freak Drives, then bleeds, Conditioned, with Earth Control for
2 stealth to oust you." It fits under DCI rules, even though
we have never, nor will ever use them.
: Especially Reverend Blackwood using Theft of Vitae (stupid bloke we met
: in a shop).
I have a bit of a problem with this one, too. Why can't the
raw power of Blackwood's Thaumaturgy ability cause Theft to do
damage on top of stealing blood? The ruling is unnecessary,
cluttering, and, in my mind, is overruled by the card text,
which is perfectly clear.
-Dave Green
Errata? Who needs it if you have a brain and a mind to use it
with.
>When DS first released the card, it was
>clearly ruled to be _not_ a hand strike and therefore not
>modifiable further by Undead Strength. Is this still the
>case? By the definition above, it is a hand strike, yes?
Yes, but. Undead Strength can't modify it, because Wrath is a strike, and
so is Undead Strength. Undead Strength only works on your hand damage.
---
Liam Burke
"The Democrats can't pull it together if we rip them apart."
-overheard
Dave Green wrote:
> James Coupe (ja...@bgrace.demon.co.uk) wrote:
> : Combat Hand Strike - any non-ranged, non-weapon strike that deals damage> : based on the striking minion's hand damage, or any minion's non-ranged
> : damage dealing innate strike.
>> Can anyone tell me what the current rule for cards like Burning
> Wrath is? Burning Wrath does damage (aggravated) based on hand
> damage ("Strike: +2 aggravated hand damage" I believe is the> exact wording). When DS first released the card, it was> clearly ruled to be _not_ a hand strike and therefore not
> modifiable further by Undead Strength. Is this still the
> case? By the definition above, it is a hand strike, yes?
It has always been ruled to be a hand strike, and continues to
be a hand strike under the definition above (which was worded in
such a way as to maintain the hand-strike-ness of Burning Wrath).
> : Especially Reverend Blackwood using Theft of Vitae (stupid bloke we met
> : in a shop).
>> I have a bit of a problem with this one, too. Why can't the
> raw power of Blackwood's Thaumaturgy ability cause Theft to do
> damage on top of stealing blood? The ruling is unnecessary,
> cluttering, and, in my mind, is overruled by the card text,
> which is perfectly clear.
For the same reason that Undead Strength didn't add to a Rowan
Ring (melee weapon) strike. Non-damage dealing strikes can't be
made to deal damage.
While the opposite ruling may be clear and less cluttering if
considered in isolation, this particular ruling was made on the
basis of precedent. Not following precedent when it is available
is cluttering, and in this case, following precedent doesn't
cause any problems nor additional new cluttering.
[ quoted text not captured ]
JlB1925 wrote:
>
> >When DS first released the card, it was
> >clearly ruled to be _not_ a hand strike and therefore not
> >modifiable further by Undead Strength. Is this still the
> >case? By the definition above, it is a hand strike, yes?> Yes, but. Undead Strength can't modify it, because Wrath is a strike, and
> so is Undead Strength. Undead Strength only works on your hand damage.
Correct.
[ quoted text not captured ]
"L. Scott Johnson" <vte...@regency.wizards.com> wrote:
> Dave Green wrote:
> > Can anyone tell me what the current rule for cards like Burning Wrath
> > is? Burning Wrath does damage (aggravated) based on hand damage
> > ("Strike: +2 aggravated hand damage" I believe is the exact wording).> > When DS first released the card, it was clearly ruled to be _not_ a
> > hand strike and therefore not modifiable further by Undead Strength.
> > Is this still the case? By the definition above, it is a hand strike,
> > yes?
>> It has always been ruled to be a hand strike, and continues to be a hand
> strike under the definition above (which was worded in such a way as to
> maintain the hand-strike-ness of Burning Wrath).
Perhaps it's an oversight on Dave's part, but Burning Wrath would _never_
be modifiable by Undead Strength since they're both strikes, and only one
strike can be used during a Declare Strike phase. Perhaps Wolf Claws was
intended instead of Undead Strength...
---
Eric Pettersen
pe...@diderot.ucsf.edu (NeXTmail capable)