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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


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PostSubject: Night Below Clearifications   Night Below Clearifications EmptyTue Jul 31, 2007 9:33 am

Arcadian Avenger, Wrath. Wrath is triggered regardless of how the ally is destroyed.

Aspect of Loviatar, Immune to Pain. These effects are any spell or effect that lists “living creature only”, including apparently “non-painful” effects like confusion.

Breath Weapon: The non-damage portion of identically worded Breath Weapon effects does not stack.

Cerebrilith, Psychic Cleave. If the Cerebrilith has previously performed a swift action during this turn the psychic cleave is prevented.

Champion of Dol Dorn - Ruling on his "Provoke" A creature under the effect of Provoke is unable to initiate any attack, unless that attack is directed at the source of Provoke. It isn't a redirection of an attack, it's a restriction on a creature's ability to attack. This prevents any other attack from even being attempted (including opportunity attacks).

Clawborn Scorrow, Grab and Sting -- This creature may gain the benefit of Grab and Sting on its third attack even if it targets a different enemy than the one hit by the first two attacks.

Deep Legionnaire, Stone Step – The wording “That it can see” is equivalent to tracing Line of Sight to.

Feral Surge: Creatures may use Feral Surge before or after charging. If used before charging, determine the target of the charge only just before the charge (ie. after the Feral Surge). Using Feral Surge during a charge ends the charge. The creature may not finish any remaining charge movement or make the charge attack(s) if a charge is interrupted with the Feral Surge ability.

Frost Giant Jarl, Icequake Hammer – Creatures that fail the save but do not take damage from this special ability are still subject to the Stun portion of its effect.

Guard of Mithral Hall, Noble Sacrifice -- Noble Sacrifice is triggered regardless of how this creature is destroyed.

Lady Vol, Commander Effect. If a follower already with deathburst benefits from Lady Vol’s commander effect, the controlling player chooses which deathburst effect when the follower is destroyed. The follower does not “explode” twice.

Large Chaos Beast, Immune Pain – See Aspect of Loviatar above

Large Gold Dragon, Wrath. See Arcadian Avenger above.

Large Shadow Dragon, Breath Weapon -- See Breath Weapon above.

Wild Mage, Hailstones – The caster does not need line of sight to the second target. Only the initial target requires line of sight.

Wild Mage, ice knife – Creatures that do not take damage from this spell are still subject to the -2 AC portion of its effect.

Wulfgar, Commander Effect. The cause of the morale save does not matter. For example, a creature effected by a fear spell could make an immediate attack.

These added 8/5/07:

Krenshar, Cause Fear: Errata -- this special ability replaces attacks.

Kuo-Toa Whip, Lightning Bolt: Errata -- this special ability replaces attacks.
Rules and Terrain Clarifications

The introduction of Diagonal Walls and Market Stalls presented some rules conundrums, which these entries resolve. First, the charging rules are expanded to allow for charging along diagonal walls (the italics indicate new text). We've update the Cover rules so that cover interacts appropriately with Market Stalls, and the rules for Market Stalls are included (one of the championship maps is the Market Square, which features this terrain prominently). Finally, there are new rule entries to address specific situations.

Charging: If any line traced between the creature's starting space and ending space passes through terrain that slows or prevents movement, or contains a creature (even an ally), the charge is not allowed. If the creature's starting space or destination space contains diagonal wall terrain, you only need to trace clear lines between the non-wall portions of those spaces. The creature can ignore squares that slow movement that it actually occupies when it starts its charge, so long as it leaves those squares with its first square of movement. (In other words, a creature can charge out of difficult terrain so long as none of its move is slowed by difficult terrain.)

Cover: When determining Cover for ranged attacks, the attacker chooses a corner of a square in its space; if any line from this corner to any part of the defender's space passes through terrain that blocks line of effect, the defender has cover (merely touching edges is not sufficient to provide cover).

Market Square, Market Stall: Market Stall squares are considered difficult terrain. A Market Stall square does not provide cover to a creature occupying the square (though the creature might gain cover from other intervening squares; see the Cover entry). Line of sight and line of effect is blocked if the line touches a corner of an intervening Market Stall square or 2 edges of the same intervening Market Stall square. A creature in a Market Stall square can still trace line of sight to creatures and squares in its own space as well as to adjacent creatures and squares. Market Stalls are not considered walls. When determining distances, count through Market Stalls normally. Note that line of effect for a line or area is not blocked by terrain at its origin point (for example, those cases where the origin of such an effect is at the corner of a Market Stall square).

Speed: Add the following to the glossary entry: "The maximum distance a creature can move is determined based on its speed when that instance of movement begins. Changes to a creature's speed during movement do not affect the distance the creature may move during that instance of movement."

Doubling Damage: When doubling damage more than once for the same instance of damage, perform each doubling sequentially (for example, doubling twice is the same as quadrupling). Add the following to the end of step D1 of the Damage Math Sequence in the Supplemental Rules: "Also double the base damage for doubling effects associated with the acting creature, such as Wild Surge and Wild Magic Aura. If multiple abilities or effects would cause the damage to be doubled, perform each doubling operation in sequence."

place/placing a creature: Abilities and effects which refer to placing a creature, like Shadow Jump and the dimension door spell, cause a creature's location to change but do not count as movement for any purpose. The space that the creature will occupy in the new location must be a location where the creature could legally end its movement (even if the creature has movement remaining).
Specific Ability Clarifications

These abilities relate to the abilities of specific creatures from recent sets but particularly Night Below. These entries describe in more detail how some of these abilities should be used in the context of the D&D Miniatures Game rules.

Aspect of Loviatar, Ripping Pain: Creatures with Immune Paralysis are unaffected by this spell.

Bat Familiar: This creature is not prevented from using Deliver Touch Spell when its Required Spellcaster is stunned, paralyzed, or otherwise prevented from casting spells.

Champion of Dol Dorn, Feat of Strength: When the Champion of Dol Dorn uses Feat of Strength, it gets both effects of this ability (melee damage +10 and push Large or smaller enemy up to 1 square on hit) until the end of its current turn.

Champion of Dol Dorn, Provoke: When this special ability is used, any adjacent creature cannot make a melee attack unless that attack is directed at the Champion of Dol Dorn. This restriction applies to any creature that is adjacent at the time it attempts a melee attack, regardless of whether that creature was adjacent to the Champion of Dol Dorn when Provoke was used. Thus, it prevents such creatures from making attacks of opportunity against other creatures (such attacks are wasted, not redirected to the Champion of Dol Dorn). A creature may only be affected by one Provoke effect at a time. If a creature is affected by multiple creatures using the Provoke ability, it can choose which it is currently affected by. As stated on the card, the ability is active until the start of the Champion of Dol Dorn's next turn.

Delver Sergeant, Efficient Orders: The commander effect is optional. When a follower activates within 6 squares of this commander, choose whether or not it is the creature that does not count against your limit of activating 2 creatures per phase. Your phase ends after you have activated the second creature that counts against the limit of 2 per phase. If an effect or ability such as Squad Activation forces additional creatures to activate as part of the same activation as the affected follower, the activation counts normally against the limit of 2 activations per phase.

Hobgoblin Marshal, Commander Effect: See the entry for Speed.

Kalashtar Bodyguard, Psychic Strike: The use of Psychic Strike must be declared before the attack roll in order to gain the benefit of this ability for that attack. Once declared, the bonus to damage lasts until the end of this creature's turn. If the creature moves prior to making an attack, then this ability cannot be used. In addition, this creature forfeits any further movement on its turn once it has used this ability. This entry replaces the text on the Night Below booster insert.

Medusa Archer, Archer's Eye: This ability does not grant an immediate ranged attack against nonliving creatures or creatures that are immune to Gaze Attacks.

Prisoner, Chained: This ability is resolved before victory points are awarded for occupying a victory area.

Raistlin Majere, Debilitating Magic: The effects of the spell are resolved prior to the creature taking the damage. When this special ability results in the acting creature's elimination or rout, the spell is still resolved. This ability cannot increase the damage of a spell which does not deal damage as part of its effect.

Raistlin Majere, Devoted Companions: This ability works like the Bodyguard ability of the Kalashtar Bodyguard.

Trample: This is an activated ability and so cannot be used while routing.

Ultroloth, Dark Suggestion and Cleave: A Cleave opportunity that occurs due to the immediate attack of the Dark Suggestion is made by the player using the ability and getting the immediate attack. (This is because the creature is still being controlled by Dark Suggestion when the Cleave attempt is triggered.)


Last edited by on Sun Aug 05, 2007 12:34 pm; edited 2 times in total
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Pinky Narfanek
Chainmail Guru
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Pinky Narfanek


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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyTue Jul 31, 2007 9:15 pm

DDM is starting to remind me of the Babylon 5 CCG. Every new set had an erratta page that came with each box of cards. The one that came with the basic set of cards was nearly 6 pages long (and in very small print) by the time that WB killed all the licenses for B5.

I've got to admit that getting somewhat frustrated by the constant streams of erratta, and I'm dreading (but still anticipating) DDM 2.0.
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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyThu Aug 02, 2007 7:12 am

Added the Dol Dorn update
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ZER0
Necromancer Supreme
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyThu Aug 02, 2007 11:51 am

Errata is a part of most complex and fun games. Think of if it didn't have errata :shudder:.

"the 3rd Mezzoloth casts his 9th cloudkill of the game."
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Pinky Narfanek
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyThu Aug 02, 2007 10:36 pm

That's probably true, but if the game were written a little tighter or if there was an official (i.e. on staff) person that functioned like Guy Fullerton did, I think that the game would be better served.

Right now, my main hope is that the brains behind Dreamblade get together with the brains behind DDM and work on making DDM 2.0* into something really solid.

*I'm not saying that DDM 2.0 is imminent, but it might be necessary and soon.
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ZER0
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyThu Aug 02, 2007 10:38 pm

They said RE:the starter coming out in april they're going to have "newer, updated rules" or something to that effect. I'm hoping it's a big update.
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Sir Bozak The Damned
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptyFri Aug 03, 2007 7:39 pm

If They Actually Made a Decent Skirmish Game,They Would NOT Need Clarifications The Next Day After Release.This Is Really Pitiful.

How Many ? 12 Clarifications Or So For 60 Minis ???
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Pinky Narfanek
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptySat Aug 04, 2007 1:41 am

ZER0 wrote:
They said RE:the starter coming out in april they're going to have "newer, updated rules" or something to that effect. I'm hoping it's a big update.
I remember hearing something about that....but I'm not getting my hopes up.

There's already too many abilities that have the same name but are worded differently (sometimes they're not even the same ability!) and/or carelessly. And the internal shifts that we've heard about (starting with Dungeon/Dragon being taken back from Paizo) at WotC do not fill me with hope for the future.
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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


Number of posts : 2557
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptySun Aug 05, 2007 12:35 pm

And more added...

See bottom of origianl post.
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Wraithborne
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PostSubject: Re: Night Below Clearifications   Night Below Clearifications EmptySun Aug 05, 2007 6:59 pm

WotC haven't been filling me with much hope for some time now. Over on Hordelings, Guy basically flat out stated that after a point(which coincidence or not, coincides nicely with the Shoe and Co. taking over)that they pretty much quit listening to his concerns over wording on cards before the cards were printed.

I'm still not sure if the "Newer, Updated Rules!!!!!11!!1one!!!"
is a new rulebook that incorporates all of the errata in a concise manner, a more elaborate quick-start guide like in the War Drums Starter, or some new mangling of the game.
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