rec.games.trading-cards.jyhad

FoM/Skin of Night Rules

4 messages from 4 participants · 15 April 1998 – 18 April 1998
original thread on Google Groups

Jaysen Knight

Jasper Phillips wrote: 'Anyway, the real reason I'm writing: What's the big deal with Skin of Night, and Flesh of Marble? Why not just use Skin of Steel? As I understand it Flesh of Marble goes off after any other damage prevention, so you have to take at least one damage...' There are many types of damage in the world, let's see how the FoM and Skin of Night combo stacks up... 1. Celerity Multi-strike Decks Brujah or Toreador grabs gun or signpost and whacks away endlessly. FoM/SoN all damage is reduced to one point and since you get to choose which point you take, only an all aggro. damage strike would cause the FoM any trouble....which is why the SoN. Fortitude Skin of Steel stops all at a cost of 1 blood Advantage - slight advantage to Fortitude due to the two small flaws that FoM has - which I will get to later. 2. Press Decks Someone has grappled you hard and just won't go away, or the Tremere returneth deck. FoM/SoN see deck #1 for explanation, with the caveat that you can save your SoN for that aggro. damage round you know is coming. The FoM works every round on all strikes. Fortitude if you are relying on Skin of Steel be prepared to spend a lot of blood to avoid taking damage, if not, you may be using a lot of different FOR cards to handle the differing situations you are anticipating.....doesn't it suck when you need a Skin of Rock and only have a Superior Mettle handy? Advantage - The combo has a slight advantage here, even given its two flaws (wait for it). 3. Multi-Strike/Press Decks Them damn Brujahs and Assamites. Sometimes available to Gangrel, Toreador and Tremere (among others). FoM/SoN see deck #1 for explanation, with the caveat that you can save your SoN for that aggro. damage round you know is coming. The FoM works every round, and the number of strikes you face is frivolous info. Fortitude I just hope you have lots of it in your deck..... Advantage - The combo cleans up here. 4. Steal your Blood Decks What do you do? Neither type of damage prevent works here. Advantage - none. 5. Quietus/Thaumaturgy immune to FOR prevention decks Do I have to write anything? Advantage - The combo rules. 6. Retainer/Extra damage decks That damn Gangrel with the Murder of Crows, Carrion Crows, and Aid from Bats...or that damn Tzimisce and his acidic blood, etc. FoM/SoN works an all damage - even the extra damage that sneaks up on you like multiple Pulled Fangs....and you always have the SoN to make that one point of aggro. that does get through a single point of regular damage. As noted by others, this is especially good against Dawn Op decks or Wolf claws, etc. Fortitude you had better have lots of multi-purpose FOR cards, because those Carrion Crows don't care how steely your skin is, and neither does that Ghoul Escort with the Zip Gun/DBR. Advantage - The combo rules. There you have it, basically the FoM/SoN combo is awesome...however, did I mention two flaws? 1. PRO/FOR works best, and unless you play Gangrel there aren't too many clans around that pack superior capabilities in both disciplines. You need sup. PRO so that you can take that one point of regular damage from the pissed off Brujah while you ignore the aggro. as he Pulls your Fangs out. You need sup. FOR because that weenie Gangrel may only have a 1 hand damage Wolf Claw, and you need to stop it if you are down to no blood and don't want to go to torpor. 2. If that pissed off Brujah rips your arm off instead (Disarm), because he took no damage while you took at least one...well that just sucks. Well, there you have it. A powerful combo that can be beat but rarely is. Comments are welcome, I realize that there are many combat deck styles but this combo covers most of them. My beliefs are such: 1. Because more vamps pack the FOR discipline, and FoM is a rare card that requires a subtler understanding of damage dynamics (for lack of better phrasing), FOR will always be the favored damage prevent discipline. 2. Because most combat decks follow a certain theme (such as those mentioned above) you will rarely face a deck that is truely prepared for the FoM/SoN combo. Basically, when I brought out FoM for the first time I was THE dominate combat deck in our playgroup for almost three full months (and we played a lot of combat). The only thing that stopped me was our adoption of a house rule in addition to the errata. To whit: 1. Without the errata, FoM reads that you can stop all but one point of damage with the FoM, and use other damage prevention on that one point - you take no damage. 2. With the errata, FoM stops all but one point of dmg., only you basically get to choose which one. i.e. I will ignore the 4 points of aggro. and take that 1 point of regular. 3. With our house rule, FoM stops all but THE LAST point of damage, and since aggro. damage is counted last...guess which point you take? Which is why you need Skin of Night (Jeff Dai noted that possibility to me one game session...thank you Jeff). I hope this helps Jasper, and anyone else who wondered if those FoM's they had in their dust heap were any good or not. And since this is the best analysis of anything in the game that I have ever done, I would appreciate it if any of you archivists out there, who liked what I said here, would take it and put it on your site. Take it, it is yours, my recompense is the joy of sounding almost intelligent.... for a while at least:) Thanks, Jaysen

LSJ

Jaysen Knight wrote: > Basically, when I brought out FoM for the first time I was THE dominate > combat deck in our playgroup for almost three full months (and we > played a lot of combat). The only thing that stopped me was our > adoption of a house rule in addition to the errata. To whit: > > 1. Without the errata, FoM reads that you can stop all but one point > of damage with the FoM, and use other damage prevention on that one > point - you take no damage. There is no errata on FoM. FoM reads the way it plays - although it can be read your way as well - which is why the ruling was made. -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team

Quicksilver

Jaysen Knight wrote: > Jasper Phillips wrote: > <snip> > There you have it, basically the FoM/SoN combo is awesome...however, > did I mention two flaws? > > 1. PRO/FOR works best, and unless you play Gangrel there aren't too > many clans around that pack superior capabilities in both > disciplines. You need sup. PRO so that you can take that one > point of regular damage from the pissed off Brujah while you ignore > the aggro. as he Pulls your Fangs out. You need sup. FOR because > that weenie Gangrel may only have a 1 hand damage Wolf Claw, and > you need to stop it if you are down to no blood and don't want > to go to torpor. > > 2. If that pissed off Brujah rips your arm off instead (Disarm), > because he took no damage while you took at least one...well > that just sucks. You missed a major, MAJOR difference. You have to play FoM at the beginning of combat. You play SoS during damage resolution. So you will have to play FoM during EVERY combat in order to avoid that 12 point bash. With SoS you can wait until the Big Blow falls. Timing is everything in this game. That MAJOR difference is why I, personally, rarely use FoM. It takes far too much deck space to use reliably.

Jasper Phillips

In article <3537D73B...@lmco.com>, Quicksilver <michae...@lmco.com> wrote: >Jaysen Knight wrote: [snip: talking about SoMarble, SoSteel, and abit about SoNight] >You missed a major, MAJOR difference. You have to play FoM at the >beginning of combat. You play SoS during damage resolution. So you >will have to play FoM during EVERY combat in order to avoid that >12 point bash. With SoS you can wait until the Big Blow falls. Timing >is everything in this game. That MAJOR difference is why I, personally, >rarely use FoM. It takes far too much deck space to use reliably. Yah, this is basicly why I don't think it's so great either, except _perhaps_ if you reliably start multiple round combats. Even then aggravated damage will be enough of a problem (at least where I play) that you'd probably need to add Skin of Night as well, and I just don't find that adding that much deck space to damage prevention is really all that effective (Even in my gangrel deck I've been slowly reducing the number of fortitude cards). On the other hand I can generally judge how much damage prevention I'm going to need when I get into a fight, and the multiple rounds bit is nice. I'm considering trying Masochism/Skin of Marble for my gangrel potence deck. Especially since I've a friend who's too fond off blood fury. :-) -- /\ Jasper Phillips /VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--. * http://www.engr.orst.edu/~philljas/ "~"~'--`