New round structure - OPTION B - we'd like your feedback!
Acting vampire plays a set range effect, which would end the maneuver phase with current wording. Would the non-acting vampire be able to play other pre-range stuff like Carrion Crows?
Furthermore, with putting Immortal Grapple into this timing window, would a vampire be able to play IG after setting the range to close?
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Don't know how it would work with other, opposite set-range effect.
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Kraus wrote: Don't know how it would work with other, opposite set-range effect.
Obviously the same as it is now.
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Or you can, but I think it was discussed in this thread that it would not be a preferred approach.
So you have to rephrase them both into 'no more manouvers can be played', and make it explicit that you can't counter-set the range.
Not so obviously.
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Kraus wrote: Yeah, "obviously", since presently the set-range cards skip the 'determine range' step where manouvers are played. You can't skip the whole 'approach' step where manouvers are also played in the B option.
Or you can, but I think it was discussed in this thread that it would not be a preferred approach.
So you have to rephrase them both into 'no more manouvers can be played', and make it explicit that you can't counter-set the range.
Not so obviously.
This was a good point that I had missed myself. Set-range cards.
I think simpler solution would be to write set-range cards as:
"Range is automatically long. Further range-altering cards have no effect." (similarly set range to close)
This means that maneuver cards could be played before or after the set-range card for card cycling, thus enabling set-range card to be played in the maneuver step (approach, whatever). Also the first set-range card (or ability) would be the one that matters mostly empowering the active player.
Ankha had an earlier suggestion that implied that grapple could be "countered" by playing a maneuver to long afterwards, thus weakening immortal grapple a fair bit. I think this is fine, since there already is a "fight for range", it just takes place before grapple can be played. I dont think grapple was ever intended to counter maneuvers, only strikes.Yomyael wrote: Furthermore, with putting Immortal Grapple into this timing window, would a vampire be able to play IG after setting the range to close?
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The acting minion is much more empowered and the reacting minion is much more "reacting".
I have NO problems with people waiting to see if there's a Torn Signpost before maneuvering.
Or the other way around.
But please! Don't stop the progress of Combat because of 1 card.
If Immortal Grapple is such a beloved part of the game, I'm sure we can think of a way to keep the functionality, via ideas and play test.
Combat with 3 phases is the way to go, in my opinion.
And if new texts have to be made to staple cards, so be it.
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