Hi,
The advanced celerity text, states that this is a strike AND a dodge. Take Acrobatics, for example, which says "dodge with an additional strike". This leads me to believe that both effects of Stutter-Step resolve on the same window (the dodge one).
Now, to the question: Since dodges resolve first than strike: combat ends, shouldn't the strike portion of Stutter-Step inflict damage regardless of combat ends?
Thanks for your imput.
Dodge has higher priority than s:ce, but that doesn't matter for this question since the dodge part of the strike does not do the damage, it is both a strike: dodge AND a hand strike, the hand strike part does the damage and that part has no special priority.
> Klaital wrote:
> Dodge has higher priority than s:ce, but that doesn't matter for this question since the dodge part of the strike does not do the damage, it is both a strike: dodge AND a hand strike, the hand strike part does the damage and that part has no special priority.
>
If that’s the case, does this ever have any practical significance?
Are there SCE+other effects out there?
I know there’s a “HS, then end after resolving”-strike too, but I’m assuming that just ends combat after the HS is dodged.
> Snodig wrote:
> If that’s the case, does this ever have any practical significance?
> Are there SCE+other effects out there?
>
Several. Some examples are Catatonic Fear, Oubliette, Unholy Penanace and Loving Agony.
--
National Coordinator
South Africa
The concept of priority is misleading.
Dodge protects you from the opponent's strike, whatever that strike is. Dodge doesn't "resolve". Dodge doesn't have a "window".
Hand strike resolves normally.
So Stutter-Step protects you from the opponent's strike, and inflict strength damage during the normal strike resolution.
Prince of Paris, France
Ratings Coordinator, Rules Director
> Snodig wrote:
> If that’s the case, does this ever have any practical significance?
> Are there SCE+other effects out there?
> I know there’s a “HS, then end after resolving”-strike too, but I’m assuming that just ends combat after the HS is dodged.
>
You can also avoid the harmful effects of opponents S:CE with a dodge. This is a special rule and not related to "priority" as such. So you can dodge the damage from catatonic fear, even though it is inflicted after combat ends.
As to the stutter-step:
If player A plays dodge+additional strike, and player B plays stutter step, what happens is that stutter-step does no damage as both parts of its strike are dodged at the same time (right?). Stutter-step counts as one strike. Then player A's additional strike will deal damage, since stutter-step only dodges player A's initial strike, which was a dodge.
(confusing yet? I've been telling people VTES combat is too complex. )
Smoking craters tell no tales.
—Tex talks Battletech
> Bloodartist wrote:
> You can also avoid the harmful effects of opponents S:CE with a dodge. This is a special rule and not related to "priority" as such. So you can dodge the damage from catatonic fear, even though it is inflicted after combat ends.
>
This isn't a special rule. Having selected Dodge as your strike protects you from the 'offensive'(*) effects of a strike, whatever those might be. It might be damage from a hand strike, it might being sent to torpor with first strike, or it might be suffering damage from a strike after combat. Dodge potentially protects against all three, there's nothing special going on.
(*) People don't usually think of inferior Meld with the Land (S:CE + untap the opponent) as being offensive. But a Dodge will mean you don't untap.