Guardpost and The Corrupted Soldier


Rules Questions and Gameplay Discussion


If my character starts her turn at some location other than the Guardpost, but immediately moves to the Guardpost does she have to encounter the Corrupted Soldier? Or has the start of her turn already passed.

Regards,
Rob

Grand Lodge

If you start your turn at another location and you move (on your move step) to the Guardpost, you do not have to encounter the Corrupted Soldier. However, on the start of your next turn (if you're still at the Guardpost), you will.


Not sure if you were asking this, but if the Start of Turn power of another location moves you to the Guardpost, you do encounter the Corrupted Soldier at the Guardpost, because it is still during the Start of Turn step.


elcoderdude wrote:
Not sure if you were asking this, but if the Start of Turn power of another location moves you to the Guardpost, you do encounter the Corrupted Soldier at the Guardpost, because it is still during the Start of Turn step.

Actually, was there an official ruling on this?

I remember there was whole thread arguing this way or that, but nothing definitive. (The view opposing yours being that, yes, all "start of turn" powers trigger simultaneously, and you can execute them in either order - so if you're in Guard Tower and you have a power that allows you to "move at start of turn", you can first move, and then, since you're no longer in the location, Guard Tower doesn't summon a henchman; but, no, if you're in another location and use the same power to go to Guard Tower - you don't summon the Henchman, because you don't do a new "SoT' check - the Guard Tower has failed to get on the 'start of turn' simultaneous "stack", so to speak)


No official ruling has been made, as far as I know. I thought the forum reached a consensus holding the view I stated, but that doesn't seem to be the case, now that I look.

Skizzerz stated the view I think makes sense.


I will let Hawk dig in his incredible database of past posts to answer that but if I remember correctly (and we had the same debate for end of turn effects) bottom line was you cannot "benefit" from 2 start of the turns effects from different locations in the same turn.

I. e.:
1) if a start of the turn effect from a location moves you to another, don't apply the start of the turn effect from the new location.
2) if something else than a location effect enables you to move from a location to another (once or more) at the start of your turn, you get to chose one and only one start of the turn effect from location to apply within the different locations you visited at the start of your turn.

But maybe I'm wrong, as there was indeed a long debate.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Frencois wrote:

I will let Hawk dig in his incredible database of past posts to answer that but if I remember correctly (and we had the same debate for end of turn effects) bottom line was you cannot "benefit" from 2 start of the turns effects from different locations in the same turn.

I. e.:
1) if a start of the turn effect from a location moves you to another, don't apply the start of the turn effect from the new location.
2) if something else than a location effect enables you to move from a location to another (once or more) at the start of your turn, you get to chose one and only one start of the turn effect from location to apply within the different locations you visited at the start of your turn.

But maybe I'm wrong, as there was indeed a long debate.

There's the thread elcoderdude linked which didn't end with much of a consensus (it just kinda ended), I'm unaware of any other threads. I still believe what I said in the linked thread applies, as the other interpretation is frankly nonsensical and arises from a (in my mind) unintuitive reading allowing one to apply location start of turn effects even if that location is unoccupied (and thus have them fizzle with nothing happening, and being uneligible to trip again should someone move there during the start of turn). The other argument for moving during start of turn not triggering start of turns powers of the location you moved to relies on the notion of a stack that is then resolved (all start of turn powers are put on the stack in whatever order, then you resolve them all, once the stack is formed nothing else can go on because it's no longer the start of turn), however it's been stated multiple times that PACG has absolutely no notion of a stack, and this is a good thing. Since there is no stack and trying to activate an invalid start of turn power to fizzle it out makes no sense, the only option left over is that all start of turn powers apply as you come across them should the game state change during the start of your turn (meaning "start of turn" doesn't end until all start of turn effects are applied).

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