| wkover |
Hi everyone.
About a year ago, it was mentioned that a ruling on Mavaro's display/recharge power might be forthcoming - but as far as I know that never occurred. I'm actually playing Mavaro in a campaign now, so the sooner the ruling arrives the better. :)
What other character powers still need an official ruling?
| Yewstance |
| 2 people marked this as a favorite. |
A number of characters with "skill replacement" abilities need to be clarified. A long-winded thread ultimately came to the official conclusion that "Varril's replace-any-skill-with-Divine" power could not be used with a weapon, because you may only use one power or effect to define what skill you're using on a check.
Unfortunately, that leaves Zelhara, Weapon Master Valeros and Rivani with useless powers. Rivani can replace "Ranged" with "Knowledge"... but to use her Ranged skill she'd need to use a weapon, and so can't also use her power. Same with Zelhara with chain-based weapons, and WM Valeros with ranged weapons.
Rivani and Zelhara were explicitly overruled by an official source in the forums (as in, the intent was not in line with RAW), but Mother Myrtle and Weapon Master Valeros (as well as, possibly, other characters) are left in an awkward gray area that hasn't actually been clarified yet, and are awaiting a ruling. Really, none of the 5 listed characters (Varril, Valeros, Rivani, Zelhara, Mother Myrtle) have been given a ruling in a FAQ, so it's still only semi-official one way or another. RAW, none of their powers are useful in combat (except weaponless Varril), despite that contradicting the design intent of an unknown number of them.
| elcoderdude |
Varril is still a bit in the dark: we still need a ruling on whether the skill given in the definition of the target difficulty of a check you attempt is added as a trait to the check, and, based on that, a ruling as to whether a check Varril attempts using his power retains as a trait the skill specified in the check's definition.
For example: if Varril uses his replacement power to use his Divine skill to attempt a Strength check, is the check now both a Divine/Wisdom and a Strength check, or is it just a Divine/Wisdom check?
(You might think "Obviously the latter." Or even "Obviously the former". I refer you to the thread Yewstance cited.)
| Brother Tyler |
| 2 people marked this as a favorite. |
Varril is still a bit in the dark: we still need a ruling on whether the skill given in the definition of the target difficulty of a check you attempt is added as a trait to the check, and, based on that, a ruling as to whether a check Varril attempts using his power retains as a trait the skill specified in the check's definition.
I thought that Vic provided the design intent (not necessarily a definitive FAQ resolution, but sufficient) here:
Here's what we want: If the card you're making a check against requires an [X] check, and you use a power that lets you use the skill [Y] for it, the check gets both the X and Y traits.
Also, you always determine which skill you’re using during the Determine Which Skill You’re Using action, and the rule "You may play only 1 such card or use only 1 such power to determine which skill you’re using" needs to be followed (unless something specifically overrides it Golden Rule–style). We are definitely going to need to do an override for Zelhara, but I suspect we will not do it for Varril (meaning if Varill uses his power, he can't also use a weapon).
We want all of this to be consistent for all character powers, and we recognize that this may mean rewording some of them.
Based on that, the resolution to your example would be that the use of Varril's power to use his Divine skill for a Strength check adds the Wisdom and Divine traits to the check, and the check retains the Strength trait (and any other traits it may have had).
| Yewstance |
Huh, I'd forgotten that resolution about traits as well. That's actually seriously important for how I use the Fire Snake spell with my OP characters (and makes it an even better spell). If I'm reading that correctly, I could make a Disable check, then use Fire Snake to use my Arcane Skill, then reveal Thieves' Tools to add a full die? Seriously impressive stuff.
| Yewstance |
| 3 people marked this as a favorite. |
There's a few other characters which probably SHOULD get a FAQ, incidentally, but it's debatable how many of these are simply a matter of "Should" vs "Must". A few of these are more down to cards or general rules, too, rather than characters. Like I said, debatable.
Off the top of my head, adding a few more...
| Slacker2010 |
A long-winded thread ultimately came to the official conclusion that "Varril's replace-any-skill-with-Divine" power could not be used with a weapon, because you may only use one power or effect to define what skill you're using on a check.
Rivani and Zelhara were explicitly overruled by an official source in the forums (as in, the intent was not in line with RAW), but Mother Myrtle and Weapon Master Valeros (as well as, possibly, other characters) are left in an awkward gray area that hasn't actually been clarified yet, and are awaiting a ruling. Really, none of the 5 listed characters (Varril, Valeros, Rivani, Zelhara, Mother Myrtle) have been given a ruling in a FAQ, so it's still only semi-official one way or another. RAW, none of their powers are useful in combat (except weaponless Varril), despite that contradicting the design intent of an unknown number of them.
Do you have references? If it was the following post HERE , then I wouldn't call that official conclusion. It is the way they are leaning on a ruling, but as far as I know they have not made an official ruling.
Now that I'm done playing devils advocate, I'm not sure it is as much an issue with Varril anymore with the additional of the ultimate decks.
@Yewstance - The list above is an amazing collection. Good work.
| Yewstance |
Yewstance wrote:A long-winded thread ultimately came to the official conclusion that "Varril's replace-any-skill-with-Divine" power could not be used with a weapon, because you may only use one power or effect to define what skill you're using on a check.Yewstance wrote:Rivani and Zelhara were explicitly overruled by an official source in the forums (as in, the intent was not in line with RAW), but Mother Myrtle and Weapon Master Valeros (as well as, possibly, other characters) are left in an awkward gray area that hasn't actually been clarified yet, and are awaiting a ruling. Really, none of the 5 listed characters (Varril, Valeros, Rivani, Zelhara, Mother Myrtle) have been given a ruling in a FAQ, so it's still only semi-official one way or another. RAW, none of their powers are useful in combat (except weaponless Varril), despite that contradicting the design intent of an unknown number of them.Do you have references? If it was the following post HERE , then I wouldn't call that official conclusion. It is the way they are leaning on a ruling, but as far as I know they have not made an official ruling.
Now that I'm done playing devils advocate, I'm not sure it is as much an issue with Varril anymore with the additional of the ultimate decks.
@Yewstance - The list above is an amazing collection. Good work.
Thanks!
And good point! It's fair to say that it's not really an official ruling, but it is an official stating that they are leaning towards one outcome, and having heard no contradicting/conflicting statement that I can find makes it seem like it's the only answer the community could feasibly interpret to be true.
A rather more explicit ruling, or at least stated design intent, was pretty objectively given with Rivani at least, a character that was released around the same time as Zelhara, with both characters (in terms of artwork, class deck boons and wording) pretty clearly indicating that they're supposed to be proficient with the weapons listed in their powers, regardless of anything else.
By the way; the Alahazra infinite-combo also applies with Ring of Climbing, which has the same text as the post-FAQ Climber's Gloves, or at least the relevant power thereof.
I've also got a series of my own personal hangups that I didn't list above because they don't represent exploits or unclear or nonexistent rulings, but rather corner-case scenarios, PFSACG exploits/questions and apparently bad/useless cards. Summarised below.
EDIT: Actually, I'm actually going to move one of the points I'd made in the spoiler above outside of it, because I think it's a pretty solid question to get clarification on. Admittedly, it centres around Redemption mechanics and only is relevant for a Class Deck boon, but it's still a pretty clear-cut question about a core set mechanic.
| Yewstance |
Yewstance wrote:How can The Asmodean Discplines (HV1) redeem itself?Note that in Guild Play, you don't need to have the card to redeem it. (Page 9 of the Guide to the Guild 5.0.)
I've never heard of this before! Could you please reference the specific rule in question? Because my reading of the Card Guild Guide does not align with that.
Redeeming Cards
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.
Your cards include your deck, the cards in your hand and your buried, discarded, and displayed cards.
Note that that passage in the rulebook (most notably the strict rules meaning of "Your cards") was explicitly referenced by a Wrath of the Righteous FAQ, which was made specifically to clarify to players that you can only redeem cards you have in your deck (or otherwise displayed/discarded/etc).
| elcoderdude |
| 1 person marked this as a favorite. |
Tossing my two cents on two points of disagreement:
+1 to Yewstance concerning Vic's ruling about Varril's skill replacement and similar powers.
Calling it an "official ruling" would be a tad strong, but "official conclusion" is not. It's clearly guidance (where we had nearly none before). I can't see how anyone can argue they are able to use Varril's replacement power when using a weapon, for example.
+1 to Yewstance (again) concerning whether you can redeem cards in Guild Play if you haven't added them to your deck yet. The rules are clear that you cannot.
| wkover |
Don't forget that, in Guild Play, you don't need to have the card to redeem it. (Page 9 of the Guide to the Guild 5.0.
I played Linxia through an entire organized play campaign thinking this was the rule.* Apparently it's not. :(
The guide says, "choose one of your cards that’s listed on that [redemption] card and check it off". I thought "one of your cards" meant any card in your deck box. Nope!
*It was an innocent mistake, but I'm glad that I played the redemption rules incorrectly with Linxia. For lots of reasons, but one being that you have to banish (not bury) Asmodean Disciplines when redeeming a card - so you have to waste precious card upgrades getting AD back! That really hurts in lower Tiers, so allowing it to redeem any card makes it more worthwhile.
| Yewstance |
Going to add another one here, though it's more of a boon ruling that a character ruling.
The Witch Class Deck includes 6 Cohorts that each serve 2 purposes. Each gives certain skills to the Witch when displayed (most importantly, giving them their critical Arcane Skill), and has a second power that they can topdeck themselves to use.
Of these 6, Daji and Flying Squirrel have powers that could only be used outside of an encounter. Compsognathus has a power that is only useful during an encounter, but it will wait until after the encounter before topdecking itself.
The remaining 3, however, have powers that are primarily (or solely) useful in combat, but would topdeck themselves before you got to recharge your spells in most cases, and some would even topdeck themselves before you assemble your dice. Because topdecking them causes you to lose your Arcane skill, these lead them to have powers that is either critically hampered, or outright left unusable, for characters who fight with spells... which is the main point of Witches (who don't even have weapon slots). Specifically, this is a problem for Kasmir, due to various other aspects of the remaining characters in the Class Deck and the cohort mechanics. To be specific...
-----
There's a bit more to it than what I've listed, but the point remains is that - specifically for Kasmir - half of the cohorts he's able to use have almost unplayable core powers, as using any of them would remove his only means of combat (which is also the only time, generally, they would be usable in the first place). Over Discord, both Hawkmoon and skizzerz have expressed the opinion that this is likely not the design intent, but I've found no clarification on the matter by an official source, hence the ruling required.
| Yewstance |
I'm also going to bring up this one.
Slacker2010 pointed out in this thread that a ruling on CD Imrijka's power implies (albeit very indirectly), or at least points out, that certain other powers are non-optional, when it may feel to some players that they should be.
| Hannibal_pjv |
One new case I want to address.
Ultimate intrigue, Aric, the red raven.
Season of blundered tombs, 3-3 E. Up in flames, stolen larvae
Can Aric put stolen larvae to his kit. My gut feeling is no, but rulemonger says Yes.
”When you would banish Stolen Larvae or put it into a deck or pile, suffle it into a random open location deck instead”
Kitt, is not in player hand, but is it considered a pile or deck? Rules does not say. So rulemonger says, you can store the Stolen Larvae to there, but something in my mind says that that is against the spirit of the scenario...
Any ruling in this case?
| Hannibal_pjv |
| 1 person marked this as a favorite. |
Nyctessa (from Hell's Vengeance 2, Undead Master role) has the power "When you defeat a monster and would banish it, you may draw it instead ([ ] then you may shuffle into your deck a random card from your discard pile).... In relation to Imrijka's ruling, as linked above, that suggests that you cannot heal yourself unless you choose to draw the monster, correct? What if you are able to banish the monster, but unable to draw it due to the Golden Rule (most notably, summoned monsters) - do you get the heal?
The summoned card ceases to exist at the end of the encounter.
So if the encounter end before the healing part, there is no summoned monster and no healing. If the healing happens before the encounter ends, you get the healin because you still have the monster.Is it something that happens after you act phase or after you resolve the encounter is interesting question...
James McKendrew
|
| 1 person marked this as a favorite. |
Going to add another one here, though it's more of a boon ruling that a character ruling.
The Witch Class Deck includes 6 Cohorts...
Not to nitpick (heh), but Cohorts aren't boons. They're support cards. (This actually came up last night playing WotR. A character was hoping to remove the Corrupted trait from a Cohort, but the effect power specified "boon".)
| Yewstance |
Yewstance wrote:Not to nitpick (heh), but Cohorts aren't boons. They're support cards. (This actually came up last night playing WotR. A character was hoping to remove the Corrupted trait from a Cohort, but the effect power specified "boon".)Going to add another one here, though it's more of a boon ruling that a character ruling.
The Witch Class Deck includes 6 Cohorts...
Fair point, and that's an interesting situation it could come up that I never considered. :)
To doubly nitpick, I did say it's more of a 'boon ruling' than a 'character ruling'. I think it's pretty safe to say that Cohorts behave a lot more like boons than like characters. I did, of course, phrase my original sentence in that way completely intentionally, and it didn't at all slip my mind that Cohorts aren't technically boons. Nope. Nosiree.
EDIT: Actually, re-reading my original post, I notice that I said that Flying Squirrel's power could only be used outside of an encounter, is that actually true? Virtually every move effect (that isn't at the start/end of a turn) in the game says "You may not play this card during an encounter" or "If you are not in an encounter, you may move", but it doesn't actually say that. Is that rules-significant?
It does seem like it would be relevant to move during an encounter in a number of circumstances. For example, to get away from a BYA or AYA area-of-effect damage power triggered by someone else. I also recall there being specific rules (brought up during WotR) if you're no longer at a location when an encounter there resolves. Is this intentional, or should the Flying Squirrel explicitly state that you cannot move during an encounter with it?
| Yewstance |
For example flying carpet allows you to fly away if you spot triggering effect, so it seems plausible.
Flying Carpet worked similarly to Cape of Escape, but these are completely different; they state that you evade an encounter and then move, rather than simply moving whilst potentially still being in an encounter. That can lead to some very odd outcomes, as specific henchmen/rules in WotR brought up, and it was pretty actively avoided by the devs with just about every movement power I can think of.
| Yewstance |
| 1 person marked this as a favorite. |
Casting Major Cure on this thread, and providing a few more ruling requests from other parts of the forum.
| Yewstance |
| 1 person marked this as a favorite. |
Plus he gets +1d6(+X) to his checks to recharge them, since the recharge check invokes fire (as well as adding to combat checks with them, of course).
I'm more of a fan of Ultimate Magic for that reason; his Fire Snake and Pyrotechnic Blast checks are insane, allowing him to overcome his crippling weakness to barriers with ease.
| Yewstance |
| 2 people marked this as a favorite. |
A few rulings or clarifications or fixes have been implemented for the issues listed here, and some were inherently fixed with Core rules. However, at least 50% of the issues still remain - in particular pre-Core character powers that don't just seem to work as intended - and I recall having found some more issues since the last few posts, such as the odd behavior of one of Fumbus' role powers. I just don't really think to continue to update this thread since I'm not sure it's being used to issue rulings.
For another example, Vic has made a comment in another thread that suggests, based on strict RAW analysis, that some character powers are mis-worded, including MM Ezren, which can be observed when comparing it to rulings made on CD Imrijka.
| wkover |
| 1 person marked this as a favorite. |
Would you mind spelling out which ones you think have not been addressed?
To get the ball rolling:
Mavaro (Mummy's Mask): Can he display cards to get them out of his hand, even though the displayed skills aren't relevant for any checks? This would allow him to easily cycle cards, which may or may not be the intention.
Varril (Inquisitor class deck): Does his "use Divine for any check" power work for weapon-based combat?
(People are playing both ways in both cases, which is why clarifications would help.)
| Yewstance |
| 3 people marked this as a favorite. |
Slightly disagree with Varril above. Whilst I agree people are playing him completely differently, I think the Core Set rulebook does clarify that he can use his skill to use Divine even alongside a weapon, RAW, because it's addressed in the "use one skill instead of another" paragraph on page 11.
Would you mind spelling out which ones you think have not been addressed?
I'll try...
==================================================
==================================================
There's other rulings I would be requesting, including clarification on various scenarios (including Core/Curse scenarios), character powers and boon powers, but right now I'm only listing ones I've already brought up in this thread rather than adding more to the pile.
| wkover |
@Yewstance - If people are still playing Varril differently, I disagree with your disagreement. :)
As an aside, Cauterize no longer heals non-random cards, as "heal" in Core has been explicitly defined as:
When a power heals you, shuffle the specified number (and, if specified, type) of random cards from your discards into your deck. If you’re discarding a card to heal yourself, exclude that card from the cards you are healing.
| Longshot11 |
| 1 person marked this as a favorite. |
General Query/Concern: Cauterize heals non-random cards; in all of the printings the word 'random' is conspicuously absent despite making it a much more desirable spell than many higher-level healing cards. Intended?
General Query/Concern: Skyplate Armor, Signal Whistle and other cards let you move mid-encounter, purely by virtue of missing the "you may not use this during an encounter" standard template on their movement powers. Whilst the rulebook does explain what happens if you move during an encounter, and it's clearly directly relevant to most encounters (thus making it a legal play); is this really intended? It's a "partial/conditional" sort-of-evade power, but it requires precise rules knowledge to use in the first place.
General Query/Concern: Since Before You Act/Before Acting has been repeatedly ruled to be a timing statement, which has nothing to do with the character who's taking a turn, cards like Signal Whistle or powers such as that appear on Nyctessa, Blood Lord, can be used during any encounter of any player at any time, to interesting effects. Intended?
Respectfully, these few don't seem unclear or broken, but rather don't seem to match your personal preferences/expectations? Unless there are examples why they *would* be broken (though I would assume the issue would then be with a specific location/scenario power, rather than the overall functionality of mid-encounter move/BYA application themselves)?
(Also, I could be missing something because I *never* understood what "If you move during an encounter, any effects that would happen after the encounter do not happen." is supposed to do/fix, so feel free to explain it to me in slow-people terms :) And how exactly is mid-encounter move being a "partial/conditional sort-of-evasion" ?!?
Cauterize no longer heals non-random cards, as "heal" in Core has been explicitly defined
Cauterize is a legacy card that doesn't use the new "heal" template, though (or is it also present in Core? Don't have the set with me). As, I believe, do several other old cards that are pretty content to let you select the cards to "shuffle/recharge from your discard pile into your deck".
| wkover |
wkover wrote:Cauterize no longer heals non-random cards, as "heal" in Core has been explicitly definedCauterize is a legacy card that doesn't use the new "heal" template, though (or is it also present in...
Gah, you're right. I misremembered the card and thought "heal" was used. So yes, it would be good to get a ruling on Cauterize - particularly since my version of Poog is currently using two of them!
| Yewstance |
Respectfully, these few don't seem unclear or broken, but rather don't seem to match your personal preferences/expectations? Unless there are examples why they *would* be broken (though I would assume the issue would then be with a specific location/scenario power, rather than the overall functionality of mid-encounter move/BYA application themselves)?
Totally fair! That's why I listed them under 'general queries/concerns', rather than 'ruling issues', because the RAW is super clear. However, I list them as concerns because I don't think they're intended, since it's at odds with design philosophies shown over sets of cards as a whole... or that I see people misplay them all the time and so I think they deserve clarification (which, after all, justified wkover's reasoning on the Varril issue).
The Before-Acting thing, for example, means that Nyctessa's Blood Lord role allows local characters to give her cards from their hand during every single encounter anybody makes. Is this "powerful"? No (though there are synergies - setting up turn-long buffs on her then giving her a huge exploration capacity is an option), but it probably doesn't match the design intent, because otherwise the ability to 'enhance' the power by turning it from 1 to 2 cards, and from "before" to "before and after" acting seem incredibly low in relevance when she can already activate the power so, so many times in a given round of turns.
If the power only works on her own turn or her own encounters, I could see the need/interest to 'drain' more cards out of other players when you have the chance, should this be integral to the party strategy. If you're draining so many cards so rapidly at the drop of a hat, accelerating that already-breakneck pace seems an unnecessary alteration, yet that's all that both of the additional power feats do.
(Also, I could be missing something because I *never* understood what "If you move during an encounter, any effects that would happen after the encounter do not happen." is supposed to do/fix, so feel free to explain it to me in slow-people terms :) And how exactly is mid-encounter move being a "partial/conditional sort-of-evasion" ?!?
Hm. For some reason I remembered reading a thread that basically said you shuffle the encountered card back after the encounter was finished, effectively evading it but potentially suffering damage. However, in looking up a source for this, I found some discussion on this rules thread (which you yourself were active in and raised this issue), that both suggests that I'm wrong, but also that it appears to not be fully resolved...
I guess I would have to interpret it as "anything that occurs after the encounter, as a result of the encounter, does not occur". That's a pretty narrow list of stuff, actually.
I think I have to assume that the "Resolve the Encounter" (Page 10 of the Core Rulebook) is explicitly the end of the Encounter, by definition of having the sentence "In either case, the encounter is over." concluding the step.
This means...
...Yeah, I'm confused now, too. So I'm going to say that that's more of a Ruling Issue - not about Skyplate Armor and the like specifically (though I truly don't think it was intended to let you move mid-encounter without explicitly evading, which makes it almost entirely exclusive design in PACG history), but about what "After the Encounter" means in the context of the movement rule.
| Yewstance |
| 1 person marked this as a favorite. |
To summarize the most important thing from my unintentionally long post...
I think, RAW, if you move during an encounter with a villain (such as with Skyplate Armor), and you defeat the villain... you either automatically win, or you're left with an unwinnable, villain-less scenario. Following the rules, the Resolve the Encounter step says that you banish the villain, and all of the information about location closing, escaping and winning is "Villain Step" information in Core, which is explicitly after the encounter and so should be ignored as per RAW since you moved.
| Yewstance |
Quite a few more ruling questions have been raised to me or by me in various forums/avenues of discussion over the past few months, but I've been refraining from posting most of them to the main forums (or adding them to this thread) until the existing backlog is handled, to avoid making anything harder to follow (or building rules assumptions off non-clarified fundamental rulings).
Can I get an update as to whether any of these rulings or concerns will be resolved or responded to?
(Some extra ruling questions I could raise include some Conversion Guide issues with a few characters, such as Alase, several scenario rules issues (particularly with Season 5), some bane wording oddities (such as Vampire in the Core Set), and Sanctioning Document issues (particularly with Curse of the Crimson Throne).
| skizzerz |
| 2 people marked this as a favorite. |
Cauterize isn't intended to be non-random, but it's also not been a big enough deal to rise above other considerations, given that there is an inherent cost to asking people to change their cards.
Got an answer for RAI on Cauterize at least. 1 down, 16 to go!
| Yewstance |
Keith Richmond wrote:Cauterize isn't intended to be non-random, but it's also not been a big enough deal to rise above other considerations, given that there is an inherent cost to asking people to change their cards.Got an answer for RAI on Cauterize at least. 1 down, 16 to go!
2 down, sort of; another thread showed Keith clarify that Fumbus' "Fumbler" role will not recharge cards if you draw them to his power, then discard/bury them. Albeit the ruling was still a bit vague, since depending on the specific wording change it would lead to mechanically distinct powers, and no single wording change was agreed on.
It definitely needs a wording change to match intent, though, because we've gotten rulings before to continue following the instructions on a character power even if the card it interacts with becomes out-of-sight (like Double Chicken Sabre +1 and Quinn).