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![[Post New]](/s/i/i.gif) 2016/01/28 12:46:04
Subject: At what point is it too late to remember?
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Stalwart Dark Angels Space Marine
London
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Lets say an enemy character has a debuff to a stat (BS), and instead of hitting on 2's, hits on 3's.
They use a witchfire power (for the sake of it, psychic shriek), and roll a 2 to hit.
At what point would you need to remember the adjustment for the damage to be invalidated?
Rolling invulns?
Rolling FNP?
After wound allocation?
Removing models?
In shooting phase?
End of turn?
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![[Post New]](/s/i/i.gif) 2016/01/28 12:49:51
Subject: At what point is it too late to remember?
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Longtime Dakkanaut
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Casual game, whatever you agree on.
Tournament. When your next die is rolled or when your next action is made.
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/01/28 13:09:43
Subject: At what point is it too late to remember?
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Stalwart Dark Angels Space Marine
London
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oldzoggy wrote:Casual game, whatever you agree on.
Tournament. When your next die is rolled or when your next action is made.
thank you!
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![[Post New]](/s/i/i.gif) 2016/01/28 13:47:01
Subject: At what point is it too late to remember?
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Ultramarine Chaplain with Hate to Spare
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Well if you roll a 2 on Psychic Shriek it makes no difference as the 3d6-ld effect cares not for hits (also how many dice were you rollung to hit for Psychic Shriek? If it is more than zero, why?).
The rules don't cover for when you don't follow them. So how far you go back to cover for when you've broken a rule is down to you and your opponent to agree.
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![[Post New]](/s/i/i.gif) 2016/01/28 14:53:46
Subject: At what point is it too late to remember?
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Insect-Infested Nurgle Chaos Lord
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In a competitve setting, there is no redos; how do you expect your little toy men to do well on the board when you can't even do so?
But in casual games, I would limit it to no more than 2 steps in and while you're still on the same unit. This is not because of urgency or anything, but anything beyond two steps usually would have compounded the issue so much that retracing all those steps would be impractical.
Say, in the above, you hit five times, twice due to the debuff, then rolled to wound and armor saves. This would be a good time to retrace your steps. If they've already failed a morale check and ran 2D6 backwards, then now it's too late, cuz it'd be hard to retrace their exact position on the board and you're basically redoing that entire sequence of shooting now.
Ideally though, only go back when you've clearly taken an advantage by mistake. It's a courtesy thing to admit to your own mistakes and not to be a dick about it (in most cases though if you just point it out, most people won't care if it wasn't too egregious). If you made a mistake that causes you a disadvantage, make a note of it next time and let it go (like, forgetting your character had a 3++ instead of a 4++). There's no point in arguing about what-ifs in a casual match when the other guy isn't at fault.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/01/28 15:11:08
Subject: At what point is it too late to remember?
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Prescient Cryptek of Eternity
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In a competitive environment, ask your opponent or a TO. Depending on the issue and how much the game has progressed, they may let it slide, or they may go back.
In a casual environment, my friends and I try to roll the game back a bit if not much has happened. If too much has happened and the mistake wasn't really game altering, we let it slide. If the mistake was game altering, we try to give the "victim" an in game benefit to make up for it. For example, if you accidentally thought your dudes needed a 3+ to hit instead of a 4+, we'd let the opponent do the same in the next shooting phase with a unit of his choice and chalk the improvement in shooting skill up to the winds of chaos.
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![[Post New]](/s/i/i.gif) 2016/01/28 15:37:00
Subject: At what point is it too late to remember?
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Our general "point of no return" is whenever you are given new information about the game state, such as results of a roll, or movement/choices of an opponent.
So you could go your entire movement phase assuming you didn't roll for terrain ever, and then takesies backsies some movement right before shooting. As soon as you see what a dice result comes up as, everything before it is set in stone though.
That's just our local hiwp though. The rulebook doesn't cover the issue.
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This message was edited 1 time. Last update was at 2016/01/28 15:37:41
20000+ points
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