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Azman wrote:Sithborg wrote:Azman wrote:So melee reach could have been a handy ability.... but
now basically benifits your enemy nearly as much as you ? LOL. Not even. Yes, it doesn't give an advantage against Riposte/Djem So. But consider: it gets around superstealth, Diplomat walls, allows you to attack without them necessarilly being able to use all their attacks next turn (sorry, GMA isn't THAT common on Melee beatsticks), gives them am extra square of threat range (which is pretty big), and lets you still choose a target after the opponent bases you. I'm sorry, the advantages it gives far, far outweigh the odd interactions with self-destruct, and the not so odd interactions with Djem So and Riposte, especially if you look at ALL of the characters with Melee Reach. After seeing how utterly useless it used to be when it came out in Universe, I don't see why anyone would want to go back to the rules headache of non-adjacent Melee Attacks, even if the original wording got around the current complaints people have about the ability. There are some drawbacks to it, but I think there should be. Nothing I look at says to me that MR should be an absolute advantage. instead of mucking around with Melee reach... why was Djem and reposte just mot allowed unless they were actually adjacent I think the acting character is key Its all in the timing. If your character has djem so and melee attack, he can only attack enemies who are adjacent. So normally, a character 2 squares away would be safe. However, when a character lands a hit with melee reach, he is for all purposes adjacent to his enemy. At that second the attack hits, your piece with djem so has met all requirements... his enemy is considered adjacent and hit him with a melee attack - djem so triggers. You have to take all variables into consideration. If you start ignoring them for acting characters vs defending characters, you would really need to apply this logic to all rules instances... which further deteriorates the system. SWM does a really good job with its logic... it doesn't always make good sense in "the real world", but within its own little universe, the rules click together fairly well once you understand their basics.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2011 Posts: 915
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If I might offer my two cents on this conundrum, I think a houserule on the Melee Reach ability would be the best fix: while this character is attacking, this character considers itself adjacent. IE a non-adjacent melee attack. But then, parry/evade might still work, and SSM... This scenario reminds me of the character with flight v. character without flight AoO scenario; the character with flight enters and leaves a threatened square. However, as the other character does not have flight, even though technically it should get an AoO (something moved through the threatened square) it cannot. Levitate and AoO also comes to mind... bottom line; the flight v non-flight should be the precedent for Melee Reach. Even though characters with parry/riposte/djem so technically should be able to get an attack against a melee attack, they may not because they do not have the Melee Reach ability.
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Rank: Advanced Bloo Milk Member Groups: Member
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Characters with Flight don't provoke AoOs because the definition of Flight explicitly says so. It's a completely different interaction.
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saber1 wrote:Sithborg wrote:1. Fine for Corran, but what about the Rancor? They are attacking the weapon attacking them.
The majority of characters with MRX are characters with weapons (not creatures). As such, I'd rather the majority of characters benefit in this case. Then all you've done is make it work they way you expect (via real world logic) in some scenarios while making no longer work in others. I suppose the "majority" idea is a reasonable compromise, but its technically not more correct than what we currently have. saber1 wrote:Sithborg wrote:2. Benefits vs Drawbacks. Not all abilities should be a pure benefit. Non-adjacent Melee Attacks for MR was proven to be worthless and extra complicated. I think the benefits far, far outweigh 2 really minor drawbacks.
Not all abilities are pure benefit. However, I fail to see justification for MRX not being a purely beneficial ability. He wasn't even arguing that point particularly. But to answer your question, the additional complexity it required made it not only nearly worthless, not the more powerful you are looking for, but it also tied the game down to misunderstandings of how it worked. It's now very simple, straightforward, and clear to anyone who reads the definition, something that was never true in the past. As for the idea that it could/should be "pure benefit", that's really not accurate because the abstraction is a simplification of multiple concepts that while similar, are not exactly the same. Let me try to explain here. For a character like the Mystril Shadow Guard, who is using a long whip to attack a character, it would make logical sense to not allow djem so to work. For a character using an extra long Lightsaber, this is less true. LS combat in SWs logic rarely prevented attacks back, as the long LS represented by MR where not really all that long. They really allowed a different style of fighting, not an "I attack you from 6 feet away and you can only reach 3" type of thing. Yoda and others have shorter LSs, and yet, our game does not limit their ability to hit from the same range as any standard LS. Shoto's are represented as the same as a standard LS. So in this one, it is not clear that it should work as you suggest. For a savage type character whose MRX is related to length of claw/leg/tail/jaw/etc, this is clearly not correct at all. You should always be able to attack back against these with djem so/etc. So at best, your solution would be to solve for 1/3, break another 1/3, and leave ambivalent for the middle 1/3. That is not a real solution, and is not better than the current simple solution. Abstraction is important for simplicity, this is just an example of it. saber1 wrote:Sithborg wrote:3. It does not supersede it. They are attacking a character who is still considered adjacent.
The MRX character is adjacent for purposes for its attack. As worded, the DS/LR character in NOT adjacent for its (counter)attack. They do not have MRX and are separated by 1 or more squares. Incorrect, the full definition of MRX in the glossary is that they are adjacent for "all purposes". This is important because it is this very wording that prevents all the stupidity of the original Universe silliness (which was much worse than djem so issues on characters with a long weapon). saber1 wrote:EmporerDragon wrote:No, I find the current, headache-free version of Melee Reach to be fine. I do not want to progress back to what it once was. That must have been before I jumped into the game. However, simply having DS/LR be limited by the character's own Melee Attack ability hardly seems like a headache. What you are asking for then, is a change not in MRX alone, but also a change in the glossary of djem so, reposte and counterattack. To do this, you would need to rewrite MRX without the "adjacent for all purposes" clause, then add in a complete sentence specifying exactly how all interactions you want to work, will work (which amounts to breaking the targeting rules, explaining under these new rules who counts as adjacent, specifically what they count as adjacent for - and what not for, and finally when it applies. Next, you need to rewrite the attack back abilities, to say specifically, "these don't work against MRX" or some such, because all they require is being "adjacent," and there is no way to prevent them from working against an adjacent attack from a MRX character without specifically making this an exception directly in the rules. Finally, I have no idea what you would do to prevent Self destruct. I guess you'd have to go the same route and just make a straight up in the definition exception for MRX. Can you see why the additional complications are just not worth the hassle now?
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billiv15 wrote: To do this, you would need to rewrite MRX without the "adjacent for all purposes" clause, then add in a complete sentence specifying exactly how all interactions you want to work, will work (which amounts to breaking the targeting rules, explaining under these new rules who counts as adjacent, specifically what they count as adjacent for - and what not for, and finally when it applies.
Actually, it wouldn't require new glossary entries for all those abilities - it would require a change to the rules regarding the definition of adjacent. As it is now, adjacency is symmetric - if character X is adjacent to character Y, then character Y is also adjacent to character X. Changing that rule is "bigger" in the sense that it's changing the core rules of the game rather than changing glossary entries for individual abilities, but it's also smaller in the sense that you only have to change it one place. I may have missed it, but I don't see in the rules where it explicitly says "adjacent" is necessarily a symmetric relationship, but I know it is interpreted that way. The OP's desired effect could largely be gained with the following glossary definition for MR2: Melee Reach 2: When making an attack on its own turn, this character treats all characters within 2 squares as adjacent for all purposes. Other characters do not treat this character as adjacent. Now you have something that is more confusing. The attacker with MR2 attacks an adjacent enemy who is 2 squares away, but the enemy is being attacked by a non-adjacent character. That stops Self-Destruct. Quote: Next, you need to rewrite the attack back abilities, to say specifically, "these don't work against MRX" or some such, because all they require is being "adjacent," and there is no way to prevent them from working against an adjacent attack from a MRX character without specifically making this an exception directly in the rules.
The definition I gave above doesn't exactly get the OP's desired result, though, because Djem So and Riposte still work against MR2. They don't specify "adjacent". They specify "melee". Introducing a non-adjacent melee attack (as above) doesn't stop Riposte or Djem So. So you're right - those would need to be re-written to say "Adjacent melee attack". (Wizards never considered that any Melee Attack would ever be non-adjacent, which is something that has held true and should continue to hold true.) You're definitely right, though - it's simpler as is and not worth changing.
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FlyingArrow wrote:Quote: Next, you need to rewrite the attack back abilities, to say specifically, "these don't work against MRX" or some such, because all they require is being "adjacent," and there is no way to prevent them from working against an adjacent attack from a MRX character without specifically making this an exception directly in the rules.
The definition I gave above doesn't exactly get the OP's desired result, though, because Djem So and Riposte still work against MR2. They don't specify "adjacent". They specify "melee". Introducing a non-adjacent melee attack (as above) doesn't stop Riposte or Djem So. So you're right - those would need to be re-written to say "Adjacent melee attack". (Wizards never considered that any Melee Attack would ever be non-adjacent, which is something that has held true and should continue to hold true.) You're definitely right, though - it's simpler as is and not worth changing. Not really. A character with Melee Attack cannot attack back against a non-adjacent Melee Attack. There are a LOT of interactions that are not intuitive, since it is sort of heavily implied that Melee=adjacent. It's why people still ask about AoOs and Melee Reach. As for redefining how adjacency works, that's an even bigger change that won't happen, and causes a lot more issues and changes than just the interactions here.
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Sithborg wrote: Not really. A character with Melee Attack cannot attack back against a non-adjacent Melee Attack. There are a LOT of interactions that are not intuitive, since it is sort of heavily implied that Melee=adjacent. It's why people still ask about AoOs and Melee Reach.
As for redefining how adjacency works, that's an even bigger change that won't happen, and causes a lot more issues and changes than just the interactions here.
Oh right - of course. Djem So and Riposte would allow it, but they'd still be restricted by their own Melee Attack ability. I forgot about that. In any case - yes - not worth changing.
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Rank: Advanced Bloo Milk Member Groups: Member
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Thank you for the input. I'm understanding the logic of why it works and partially accepting it. For the sake of a house rule, will those of you with a better command of the rules point out the unintended consequences of the following ability?
Melee Reach 2 (Weapon) When attacking, this character treats enemies within 2 squares as adjacent for all purposes except Self-Destruct abilities and enemy abilities that generate an immediate attack.
It is intended to do exactly what I think MR2 should have done all along. It will replace MR2 only on Medium pieces.
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saber1 wrote:Thank you for the input. I'm understanding the logic of why it works and partially accepting it. For the sake of a house rule, will those of you with a better command of the rules point out the unintended consequences of the following ability?
Melee Reach 2 (Weapon) When attacking, this character treats enemies within 2 squares as adjacent for all purposes except Self-Destruct abilities and enemy abilities that generate an immediate attack.
It is intended to do exactly what I think MR2 should have done all along. It will replace MR2 only on Medium pieces. As with any house rule, it's best to simply explain to the group intending to use it exactly what you want to change, and what you don't want to change. Rather than worry about someone finding the "hole" in your plan. Simply agree, not to allow djem so and SD on melee reach characters with weapons where you think it shouldn't belong and move on.
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Rank: Advanced Bloo Milk Member Groups: Member
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From someone that has used MR2 alot its fine how it is. Yes sometimes its annoying how it works. But its simple and the old way of how it use to be was just a big mess.
Its going to be a bigger mess trying to get it changed.
Really outside of Regionals/Gencon I think a house rule is fine.
really Saga rpg rules for MR are kind of annoying so I like how MR in minis works.
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Reading through this thread for the first time I am surprised no one has brought up the interaction between Melee Reach, Djem So/Reposte and Self Destruct.
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Rank: Advanced Bloo Milk Member Groups: Member
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billiv15 wrote:saber1 wrote:Thank you for the input. I'm understanding the logic of why it works and partially accepting it. For the sake of a house rule, will those of you with a better command of the rules point out the unintended consequences of the following ability?
Melee Reach 2 (Weapon) When attacking, this character treats enemies within 2 squares as adjacent for all purposes except Self-Destruct abilities and enemy abilities that generate an immediate attack.
It is intended to do exactly what I think MR2 should have done all along. It will replace MR2 only on Medium pieces. As with any house rule, it's best to simply explain to the group intending to use it exactly what you want to change, and what you don't want to change. Rather than worry about someone finding the "hole" in your plan. Simply agree, not to allow djem so and SD on melee reach characters with weapons where you think it shouldn't belong and move on. I agree that would work for play, but not for custom character cards.
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