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Supressive Fire Options
theultrastar
Posted: Wednesday, June 26, 2013 2:24:38 PM
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I wanted to make sure I understood this ability before the TN Regional this Saturday. Supressive Fire ignores abilities like Crab Armor, Dark Armor, Shields, Beskar Gam and the such correcty?

I heard that the original ruling was that it did not, as those abilities responded to the dmg and not her attacks, but then in Kokomo I heard that the ruling had been reversed.

So I just wanted to make sure I understood the ability.
Sithborg
Posted: Wednesday, June 26, 2013 2:28:59 PM
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Damage prevention is responding to an attack, so Suppressive Fire prevents their use. It does not prevent "When defeated" abilities.
theultrastar
Posted: Wednesday, June 26, 2013 2:31:06 PM
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Thank you Sithborg
Mando
Posted: Friday, June 28, 2013 6:18:25 AM
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Is there a reason why the ruling was reversed from what it originally was? I don't think it was nessary to make the SA even more powerful that it already was.
Sithborg
Posted: Friday, June 28, 2013 6:20:04 AM
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I don't believe I ever reversed my position. The precedence with Force Immunity is there. You can't use Force Bubble against a character with Force Immunity, so why could you use it against Suppressive Fire.
markedman247
Posted: Friday, June 28, 2013 6:33:27 AM
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Sithborg wrote:
I don't believe I ever reversed my position. The precedence with Force Immunity is there. You can't use Force Bubble against a character with Force Immunity, so why could you use it against Suppressive Fire.


Force bubble v Force immunity is a bad example. FI suppresses Force Powers, granted. But how can damage reducing special abilities be "suppressed" by suppressive fire? That's a far more powerful ability than I would expect.
If it is this powerful, I pray only a few exist and no CE/Comaraderie ever bless other pieces with it.
Sithborg
Posted: Friday, June 28, 2013 7:51:23 AM
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Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave--select a different character instead.

Suppressive Fire: On this character's turn, enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn and enemies hit by this character's attacks cannot benefit from or grant commander effects for the rest of the round


In both cases, you cannot use abilities to respond to attacks. You cannot use Force Bubble when attacked by a character with Force Immunity. Thus, reducing damage is part of responding to the attack. Pretty much, anything before the actual defeat is responding to the attack. So, the damage reducing abilities can't be used the same way, since Suppressive Fire prevents abilities that respond to the attack.
markedman247
Posted: Friday, June 28, 2013 8:25:48 AM
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Sithborg wrote:
Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave--select a different character instead.

Suppressive Fire: On this character's turn, enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn and enemies hit by this character's attacks cannot benefit from or grant commander effects for the rest of the round


In both cases, you cannot use abilities to respond to attacks. You cannot use Force Bubble when attacked by a character with Force Immunity. Thus, reducing damage is part of responding to the attack. Pretty much, anything before the actual defeat is responding to the attack. So, the damage reducing abilities can't be used the same way, since Suppressive Fire prevents abilities that respond to the attack.


So, this includes passive abilities like Damage Reduction?
Sithborg
Posted: Friday, June 28, 2013 9:14:10 AM
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Yes.
Mando
Posted: Friday, June 28, 2013 9:25:38 AM
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Sithborg wrote:
Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave--select a different character instead.

Suppressive Fire: On this character's turn, enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn and enemies hit by this character's attacks cannot benefit from or grant commander effects for the rest of the round


In both cases, you cannot use abilities to respond to attacks. You cannot use Force Bubble when attacked by a character with Force Immunity. Thus, reducing damage is part of responding to the attack. Pretty much, anything before the actual defeat is responding to the attack. So, the damage reducing abilities can't be used the same way, since Suppressive Fire prevents abilities that respond to the attack.


For force immunity affecting Force Bubble, wouldn't the first part where it mentions that other characters can't spend FP's to affect this character apply more since you are in effect reducing the damage that that character deals to you?

I'd think responding to attacks and responding to damage taken from an successful attack are totally different. Damage is dealt after the resolution of an attack. I don't see how the 2 can be lumped together.

I agree with markedman247 that I hope sincerely that more pieces aren't given this insanely powerful SA. It'd be bad for the game in my opinion if it indeed could bypass everything that a character has.
Sithborg
Posted: Friday, June 28, 2013 9:41:42 AM
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No. Because the damage is part of the attack, and you are affecting the attack, not the character.

Where in the resolving effects list do you want me to place the cutoff then? When attacked? When hit? When targeted? Let's forget the way it will screw up the already difficult interactions Force Immunity has. Honestly, the resolving when defeated should be part of the attack, but we have precedent that it is not, in that you can reroll Avoid Defeat and use Eternal Hatred when defeated by a character with Force Immunity. We already have issues with having to time movement the exact timing, I'm not forcing such exactness to attacks as well. This game is already complex already, don't ask for more complex timing.
swinefeld
Posted: Friday, June 28, 2013 10:07:57 AM
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Sithborg wrote:
We already have issues with having to time movement the exact timing, I'm not forcing such exactness to attacks as well. This game is already complex already, don't ask for more complex timing.


I fully agree with this. The micro-timing stuff really needs to be avoided as much as possible.

Personally, from a power perspective I would have preferred all of it to have focused on "when hit" stuff like the 2nd part of the ability, but it wasn't worded that way.
markedman247
Posted: Friday, June 28, 2013 10:13:03 AM
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Sithborg wrote:
No. Because the damage is part of the attack, and you are affecting the attack, not the character.

Where in the resolving effects list do you want me to place the cutoff then? When attacked? When hit? When targeted? Let's forget the way it will screw up the already difficult interactions Force Immunity has. Honestly, the resolving when defeated should be part of the attack, but we have precedent that it is not, in that you can reroll Avoid Defeat and use Eternal Hatred when defeated by a character with Force Immunity. We already have issues with having to time movement the exact timing, I'm not forcing such exactness to attacks as well. This game is already complex already, don't ask for more complex timing.


Yet a "golden gun" ability is created that skirts virtually any defensive ability or force power leading to add to further complexity. Couple that with command effect nullification, it becomes a very unpalatable special ability. Once again, I am not dismissing the ruling. I know it was playtested. I know the consensus of those commitees was that it was satisfactory interaction.

The saving graces are, for this ability:
1) that they are on moderate cost pieces.
2) both pieces are at low attacks
3) One is a Fringe piece available to all factions
4) One is available to two factions giving two low-tier factions a chance at double Suppression.

But, I fear the Disintegration precedent. On a restrictive piece, it wasn't a bother. But, when added to a Boba or a Cad, it might be too powerful leading another "correction" in the game where counter measures must be created.

But this has meandered into mere opinion.



Galactic Funk
Posted: Friday, June 28, 2013 11:23:46 AM
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If a mod would prefer the discussion on this be moved to a different forum just say the word and we can set up a new thread. For now I'm just going to add my thoughts here even if it's a bit off topic from rules.


There is no doubt Suppressive Fire is powerful. Just how powerful is directly related to what kind of support Morrigan or Lesser get. Honestly, I haven't really explored what you can fully do with Lesser because there are better options for boosting Morrigan. That being said when she isn't getting boosted she isn't that big of a deal. Her attack is just too low and she's pretty fragile even if she has Agile and Evade to help her out.

I would wholeheartedly agree with the sentiment that designers need to be extraordinarily careful with this particular SA though. If you allow a slew of non-uniques to get it via CE things could get downright silly. I hope designers are extremely judicious with how often this SA gets used. I wouldn't be the least bit sad to see it not get added to another character for at least a couple sets. IMO, it's one of those things that could get really old if it starts getting handed out like candy, even if it seems like an appropriate use on a proposed character.

I really like Morrigan Corde but I hope we don't see any more Suppresive Fire for awhile.
Mando
Posted: Friday, June 28, 2013 12:16:35 PM
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Sithborg wrote:
No. Because the damage is part of the attack, and you are affecting the attack, not the character.

Where in the resolving effects list do you want me to place the cutoff then? When attacked? When hit? When targeted? Let's forget the way it will screw up the already difficult interactions Force Immunity has. Honestly, the resolving when defeated should be part of the attack, but we have precedent that it is not, in that you can reroll Avoid Defeat and use Eternal Hatred when defeated by a character with Force Immunity. We already have issues with having to time movement the exact timing, I'm not forcing such exactness to attacks as well. This game is already complex already, don't ask for more complex timing.

Here is the section of the resolving effects list in the rules forum that swinfeld set up (which was awesome for him to do btw!ThumpUp ):

10. Resolve effects that trigger when this character is hit. Some effects trigger (or can voluntarily be triggered) when the target is hit by an attack, such as Evade, Flurry, Lightsaber Block, Lightsaber Deflect, Lightsaber Reflect, and Lightsaber Riposte. (Force Points may be used to reroll saves on this step, if the character is still able to use Force Points during this turn.) If multiple effects trigger, use the simultaneous effects rule to determine the order in which they are resolved. You may see the results of one effect before resolving another, but no single effect may be resolved more than once. For example, a character can never Lightsaber Deflect the same attack twice. (Effects such as Flurry and Lightsaber Riposte begin new attack sequences that interrupt this sequence; resolve the new attack completely, then continue where you left off with the original attack.)

11. Resolve "when this character takes damage" effects. Some effects/abilities trigger (or can be voluntarily triggered) when the target takes damage, such as Shields and Bodyguard. Perform this step only if damage will be applied, using the simultaneous effects rule as necessary. If Bodyguard is being used, it must be resolved prior to other effects like Shields, Damage Reduction, and Dark Armor.



I'd say its pretty clear that Suppressive Fire would take effect at 10. However, at step 11 it shifts to a different phase which is "when this character takes damage". When this character is hit by an attack is much different than when a character takes damage, since Jolt works in this way. You don't need to deal damage for Jolt to work. You just need to hit the target. A hit target still has to make the save regardless of actually taking damage. So in the list of when Suppressive fire ends, I'd conclude that it ends at step 10.

Also, notice that at the begining of each step, it says "resolve". This is just like the step 13 where it says "resolve any remaining "when defeated" effects". See below for the whole step 13:

13. Resolve any remaining "when defeated" effects such as Impulsive Shot, Impulsive Sweep, Self-Destruct, Cleave, Rolling Cleave, Mon Mothma's commander effect, and so on. Use the simultaneous effects rule as usual. As in previous steps, Impulsive Shot and Impulsive Sweep can begin new attack sequences that interrupt this sequence; resolve the new attack completely, then continue where you left off with the original attack.

To me, this shows that "when hit" and "when this character takes damage" and "when this character is defeated" are 3 things that are separate and need to be resolved in order. Saying that "when hit" and "when this character takes damage" are the same thing for when Suppressive Fire is used, means that you should also include "when defeated", which doesn't happen. I think its clear that these should be kept seperate and that Suppressive fire should end at "when hit". I understand that Force Immunity makes things difficult. I don't mean any disrespect towards the guys who work on rules and how SA's are worded. You guys work really hard on the sets and its much appreciated. I think this makes for an interesting discussion that will only improve our game moving forward.
Sithborg
Posted: Friday, June 28, 2013 12:58:39 PM
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The secondary effect, the CE suppression, takes effect during the "when hit" step. The primary effect, which is what this question is about, takes effect during the "when attacking/attacked" step, takes place earlier, step 8.

The question is, at what step do you not respond to the attack. At the moment, step 13, or the "when defeated" is the only where defender actions are considered to be responding to the attack. Considering how damage and attacks are linked, I am not willing to separate them at this time, and to make more holes in the list. Which will lead to more confusion with Force Immunity.

Like I said, ideally, the when defeated step would've been included. But that was not my call, and I am not going to change precedent.
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