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 Clarifications 2.0

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Data de inscrição : 23/01/2008
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Localização : RS

MensagemAssunto: Clarifications 2.0   Dom Mar 02, 2008 10:08 am

Rules Guidelines for D&D Experience 2008 (β)

These guidelines are designed to be used by the judges at Dungeons and Dragons Experience. Players are encouraged to familiarize themselves with the rules enforcement guidelines. These guidelines are designed to expand the original rulebook, but may extend and explain them. The only new rules presented here are the Mount rules; these are a beta release. Thre is also a small change to Map Set up. Many people contributed to this rules guide; Peter Lee, Stephen Schubert and Ian Richards on the Wizards of the Coast end, and Guy Fullerton (we’ll miss you) and Kevin Tatroe on the judge side.
These guidelines are dated Feb 25, 2008.
If future judging guidelines are released after this date, they will supersede this document.

Now let’s go have some fun…
D. Stupack
(DDM Head Judge for Dungeons and Dragons Experience 2008)

Abbreviations Used:
Basic (melee) attack
[M] Melee attack
[R] Ranged attack
[C] Close attack
[A] Area Attack
[X] A variable factor, numeric or categorical
P1 Player 1
P2 Player 2

[b]Setting Up a Battle:

Players compare champion ratings of the miniatures in their warbands, (if any). If one player has a creature with a champion rating higher than his opponent, he rolls an extra d20 (ie., two d20) for map set up.

Map Set up:
Each player rolls d20. The player rolling higher (P1) selects which map the match will be played on, and P2 chooses side and starting area(s), then sets up his miniatures. P1 then sets up on his side.
Alternatively, P1 may defer to P2 for battle map choice, allowing P1 to select side and set up first. This can be useful in several circumstances, including during tournaments in which map choice is automatic.

Round Sequence:

R0. Beginning of Round. Player recordkeeping: Use counters or otherwise indicate a new round has begun.

R1. Each player declares use of champion powers, abilities, or special powers that activate at the beginning, or start, of a round. Players with the highest champion rating declare abilities last. If champion ratings are equal, each player rolls d20 and the lower roll declares first.
Note: During steps R0-R5, each champion may use a champion power only once.

R2. Before Initiative. Champion powers, abilities or special powers that are used “Before Initiative” are declared. Players with the highest champion rating declare abilities last. If champion ratings are equal, each player rolls d20 and the lower roll declares first.

R3. Initiative is rolled; the winner chooses initiative.

R4. After Initiative. Players declare use of champion powers, abilities or other special powers which are triggered “after initiative” is rolled. The player that will move first in the round declares first, and the other player declares second.

R5. Resolve any other automatic or required effects on all creatures. If a player’s warband is affected by multiple beginning of round effects, use the simultaneous effects rule on page 48 to resolve this. Apply these initially to the player who will move first in the round, based on initiative, and then to the next player. The player that will move first in the round declares first, and the other player declares next.

R6. The Turn Sequence of the round starts. Play proceeds according to the Turn Sequence, with the first player activating one creature, and the players alternate activating two figures until all players have completed the activations of all creatures.

R7. End of Round: Check first for victory area occupancy and score points accordingly, then check for other end of round triggers, such as those which may influence the next round in this game (or other parallel games in a team match format), at this time. Check to
see if either player has fulfilled victory conditions. Effects that last until “end of round” end.

Turn Sequence:

Resolve “Beginning of Turn” Effects:

F0. Determine effects of Confusion, if applicable, to determine who will control the creature.
F1. Apply Ongoing [X] damage. Use the Damage Sequence below, but do not use Step D2.
If multiple ongoing Damage are applied, the controlling player decides the order.
F2. Resolve other beginning of turn events using the Simultaneous Effects rule outlined in the Glossary.

Declare Actions:
A1. Action declared
A player declares what action is taking place.
A2. Effects on action declared
Opportunity attacks provoked for [R] or [A] attack actions; “when making an [X] attack” triggered abilities may be
A3. Limited powers marked
A “charged” ability (one with checkboxes) is considered ‘used’ and is ready for recharge.

Declare target(s):

T1. Designate Target(s)
The attacking player designates a legal target for the attack. For [R] and [M] attacks that use the Reach special ability, the attacking creature must be able to trace line of sight to the target. For [C] and [A] attacks which target a square, line of sight must exist between that square and the attacking creature. Some [C] and [A] attacks also specify Nearest; this refers to the nearest creature to which the attacking creature can trace line of sight. That creature must be included within the area of effect of the spell (eg., radius, cone, line). If multiple creatures are the same distance from the attacking creature, the attacking player may select which of these is the nearest.

Multiple Targets: Some attack actions specify, or permit, multiple targets. These rules are handled differently for [M] and[R] attacks and for [C] and [A] attacks as follow;
If a [M] or [R] attack action permits several attack rolls, they are resolved serially, with the players first declaring the target of the initial attack, resolving the attack, and then going on to declare further targets for additional attack rolls (after the result of the first attack roll is determined). In the case of multiple attacks listed on a card they may be taken in any order.
In the case of a [C] or [A] attack, all targets are declared first, before any attacks rolls are resolved. The attack rolls may be resolved in any order. If a [C] or [A] attack does not specify the target to be attacked (for example, by keyword, by stating enemy, or by providing a specific number of targets), all creatures within the affected area must be attacked.
In a case where a [M] or [R] attack may uses a [C] or [A] mechanic (example – [M] burst attack), the attacker declares all targets before making rolls.

T2. Effects on targeting
Powers that trigger when a specific creature is targeted can be used; i.e. the Eternal Blade’s Defender power, which triggers “when an adjacent enemy makes a Melee attack against an ally”. Effects that trigger on targeting can only be used once per turn per creature using the
ability or power, unless otherwise specified.

T3. Redirect targeting
Powers that can modify or nullify a target can be used.
i.e. Golden Wyvern Initiate’s Golden Wyvern power, which allows an Area or Close attack to ignore one creature; or the Merchant Guard’s Bodyguard power, which changes the target of an attack. If the new target would not normally be a legal target for that attack, then for steps
B1/C1 and B2/C2, the new target is considered to be occupying the same space as the original target. Followup attacks are considered part of the initial attack, and may not be retargeted.

Attack sequence B (for [R], [M]) and C ([C], [A]):

B1/C1. Apply Attack modifiers.
Bonuses from champion powers, check for Combat advantage, check for Cover
B2/C2. Attack Roll (roll the attack)
B3/C3. Check Trigger: Attack Roll

Resolve effects that are triggered by an attack (ie., “after attack”)
B4/C4. Check Trigger: Critical
Resolve effects that are triggered on a critical.
B5/C5. Check Trigger: Hit
Resolve effects that are triggered on a hit.
B6/C6. Apply damage due to a hit.
Apply AND effects serially, in order of their presentation on the card; for damage effects, follow the Damage chart.

D. Damage Sequence

D1. Determine damage dealt, modified for critical hits. If a choice of more than one damage type is possible, select which type of damage is done. All damage except ongoing that is listed in the attack text is doubled on a critical hit.
D2. If damage results from a successful attack, add any bonus damage derived from champion powers, abilities, or special powers. (Some [M] attacks specify damage without a requirement for a d20 roll; these are successful attacks. )
D3. Apply any damage reduction due to resist or other defender abilities.
D4. If the applicable damage is still positive, apply any extra damage due to vulnerability.
(Example: A creature with vulnerable 5 fire benefits from an effect that provides resist 5 fire. If the creature is hit by an attack that does 5+15 fire damage, reduce the fire damage to 10 in D3 above, than double damage from 5 of the remaining fire damage. Total damage is 20. If the damage had been 5+ 5 fire, then the 5 fire would have been reduced to 0 fire in step D3. There would have been no remaining damage to double, and total damage would be 5.)
D5. Damage is applied.
D6. Check Trigger: Effects upon “On Damaged.”
D7. Check Trigger: Effects upon On Bloodied effect.
D8. Check Trigger: Effects upon On Destroyed effect.
D9. Destroyed creatures are removed from game.
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MensagemAssunto: Re: Clarifications 2.0   Dom Mar 02, 2008 10:09 am

Additional Attack Clarifications:

A creature is considered to be adjacent to its own space.

Charge Attacks: During a charge, a creature must end its movement so that any square in its space is at least two squares
distant from its position at the beginning of the charge. A creature must end a charge in the nearest square adjacent to the target. If
that square is not a legal position or is occupied, the charge is prevented.

Followup. A followup is sequential to the initial attack, and is considered to be the same type of attack as the initial attack, unless otherwise specified on the card. Followup attacks cannot be retargeted – they are considered part of the initial attack.
Nearest. An attack, ability, or special power that refers to “nearest” will target the nearest enemy or ally to which the creature can trace line of sight.

Opportunity Attacks due to Ranged or Area Attacks: When the appropriate attack action is declared, it draws opportunity attacks. If the creature survives these, it may then make attacks as appropriate. Subsequent attack rolls using the declared ability do not draw further opportunity attacks. However, if an attack also grants movement (for example, an ability like “shot on the run” that provides movement and an [R] attack) that movement may independently provoke opportunity attacks.

Single Attacks that require multiple rolls: Some creatures have an attack option which requires them to make multiple attack rolls against a single creature, with the number of hits determining the final damage applied. In this case, make all rolls together during B2. If any of the rolls are critical hits, the attack is considered a critical hit.
For example, if a Feral troll using his [M] attack option rolls one critical hit and one miss, damage is 10x2= 20. If he rolls two hits and at least one is a criical hitt, he does 30x2=60 points of damage. Although this [M] uses a multi-roll mechanic, it is still considered only a single attack, not two attacks.

Close Attacks: These rules should be enforced as follows;

Burst [X]. A burst does not affect the attacker, but will affect other creatures in its space, or within range of the effect. For large and bigger creatures, a burst begins in the creatures space, not simply a single square. All adjacent squares are one square away. Use any square in a creature’s space to determine if a target has cover against a burst attack.

Line [X]. The number “X” represents the maximum range that a line can extend to, and also defines the maximum distance that the target square can be from the origin square. A target square that is fewer squares away may be chosen. In this case, the line will end earlier than its maximum range. The attacking creature must be able to trace line of sight to the target square. A line which goes through a square, and also touches a corner will affect targets in that square; a line which only touches a corner will not.

Standard Conditions:

A staggered creature cannot take attack actions other than making a attack. This means that a Staggered creature cannot use its attack action for anything except making a basic attack; it cannot be swapped for a move action, and it cannot use a replaces turn action.

A Stunned creature can take no move or attack actions. This refers to move actions or attack actions. Abilities which do
not replace actions can be used. For example, the Human Cleric of Bahamut's Bless and Cure Wounds powers.
Note that the Dazed, Staggered, Stunned and Helpless conditions do not stack with each other; they are hierarchical. Apply the most severe of these (lowest on the list) to the target at any given time. (A staggered creature is dazed, and so on). Ongoing effects which require a saving throw similarly use the most severe condition, but are not hierarchical with temporary effects.
For example, a creature who has a status of Ongoing (Dazed) is later stunned and then rendered helpless. Helpless supercedes stunned; when this creature activates, it will recover from helpless at the end of its turn.
However, this has no effect on an ongoing condition; The creature must still make a saving throw to recover from the “ongoing” dazed status. If the creature failed its saving throw, and the later acquired an ongoing staggered condition, the dazed condition superseded by staggered.

Confused: Make a d20 roll whenever a creature with the confused status activates (See. This occurs before other “at the beginning
of turn” effects, and determines who will control the creature for this turn. The confused creature acts according to the table on page 33 of the rulebook for its entire turn. At the conclusion of the turn, make a save to end the effect (or simply end it) as applicable. Confused creatures do not make opportunity attacks.
If a champion is confused at the beginning of a round, do not consider its champion rating when assessing which player has a higher champion for initiative checks. Confused creatures may use abilities, but may not use special powers, and may only make basic melee attacks.


Bloodrock. Each [M] attack made by a creature occupying bloodrock terrain is a critical hit on a roll of 19 or 20, regardless of
whether they target AC or DEF.

Pits. Phasing and Burrow do not permit creatures to enter pit squares. When an effect (push, pull, slide) causes a creature to enter a pit square, the acting creature makes another attack against the creature, as outlined on page 36 of the MGBR, to determine if the creature is destroyed. This second attack is considered a follow up attack and cannot be retargeted.

Smoke. Creatures with Blindsight ignore smoke terrain. Any part of a creature’s space that is in smoke terrain benefits from the effect of smoke. For creatures that occupy more than one square, any of their space which is not in smoke is not invisible, and may be targeted. Smoke does not provide cover.

Forest. Forest only provides cover against [R] attacks.

Teleporters. As an immediate action, on its turn, any creature that moves into a teleporter or begins its turn on a teleporter can be placed on any other unoccupied teleporter space and continue its turn.

Walls/Blocking Terrain. Blocking terrain is considered to be wall for abilities or powers such as Wall Walker and Shadow Jump.

Abilities, Attacks and Special Powers:

Both the creature using abduct and the target must be placed in legal positions. Each must be adjacent to each other and
to a victory area.
Blade Spider “combat advantage” ability. To gain an “extra” attack, the spider must first make an attack.
Bless. The special power is activated on the creatures turn, and lasts until the end of this creature’s next turn.
Blindsight. Creatures with Blindsight ignore the Conceal and Invisible abilities as well as Smoke terrain.
Blink Out. A mount may not use this special power to move through a wall or blocking terrain if it has a rider that cannot legally enter this terrain. The mounted unit may still treat other terrain as clear.
Bodyguard: The bodyguard special power is optional. The bodyguard ability functions against all types of attacks. In some cases, a creature using bodyguard may be subjected to the same attack action twice. For example, if a creature with Bodyguard is attacked with an area attack, such as Fireball, and survives, it can later use Bodyguard to protect an adjacent creature attacked by the same fireball. If a creature bodyguards against an attack with a follow up, the creature using bodyguard is attacked by the follow up.
Cure Wounds. The special power is usable on the creatures turn, at will. It may be used once per turn.
Claw Rake. This is an immediate, optional follow-up that can be declared after an initial attack action is resolved.
Death Burst. This is a [C] burst attack. If the burst destroys the attacking creature, this creature is still destroyed.
Hide. The Hide special ability uses the ranged rules for determining cover. The ranged rules are always used, even when determining whether a creature with Hide can trace line of sight to a creature that does not have a ranged attack.
Hoardkeeper. The additional damage is scored regardless of which creature destroys the enemy.
Hunter’s Flurry. This immediate action is a follow-up triggered when this creature hits with its Bite.
Incorporeal. As Phasing and Insubstantial.
Insubstantial. Insubstantial applies only to damage from attacks.
Invisible. Invisible creatures gain Conceal 11 and Combat Advantage over enemy creatures that cannot trace line of sight to it.
Militia Archer Champion Power 1. This effect lasts until the end of the round it is declared.
Moves Normally. If an ability or special power permits a creature to move normally in a type of terrain, it pays no extra movement cost for entering squares containing that terrain, and ignores any damage associated with moving through the terrain. It is still subject to other effects of the terrain, such as blocking line of sight or line of effect.
Ongoing X damage. This damage is applied at the start of a creature’s activation, before any other actions or events occur. Where appropriate, make a save to end the effect at the end of the turn.
Place. A creature subject to a place effect must be placed into a destination space in which it could legally end its turn.
Pounce. Pounce does not grant movement. As long as the “pouncing” creature has moved at least two squares on its turn, it may use Pounce.
Push: A target must be pushed at least one square by an attacker if possible, to trigger “push-triggered” effects. Under some
circumstances, such as when a target has no legal destination space it may be pushed to, such as when it is surrounded by blocking terrain or other creatures, it may be impossible to push an enemy.
Snake’s Swifness: This has a range of Nearest, which requires that the target be within line of sight of the creature using this ability.
Statue: A creature with the statue ability treats Statue terrain as a legal position.
Tail Sweep: This is a close attack (Burst).
Wall Walker. A creature is considered to be bordered by a wall if a wall (or blocking terrain) touches a corner or side of the
creatures’ space.
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