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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Can you use Glitterstim if you don't have any hit points left but want to reroll an Avoid Defeat save? Quote:Glitterstim (Once per turn, on its turn, a living ally within 6 squares may take 20 damage; save 11 for 10 damage. This damage may not be reduced or redirected. The ally may move 2 extra squares as part of its move or reroll an attack or failed save. A character may not use Glitterstim and spend Force points in the same turn.)
If you're already at 0 hit points and take damage, does that trigger another "you are defeated" event so you'd need Avoid Defeat to work successfully twice (once to save you from Glitterstim defeat and once to save you from the thing that killed you the first time)?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Tough question.
I would say that there would only be one Avoid Defeat save set overall.
To me, Glitterstim is simply adding additional damage onto the character, reducing their hit points further (according to the glossary definition of defeat, Hit Points can go into negatives). It'd be similar to if a character with poison attacked a character with Avoid Defeat; you wouldn't apply the base damage, resolve avoid defeat, then make the poison save to see if another avoid defeat roll is needed. Instead, the character takes all the damage, then makes the avoid defeat roll.
Of course, we'll likely get a designer intent ruling soon enough, but that's my perspective on it.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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EmporerDragon wrote:Tough question.
I would say that there would only be one Avoid Defeat save set overall.
To me, Glitterstim is simply adding additional damage onto the character, reducing their hit points further (according to the glossary definition of defeat, Hit Points can go into negatives). It'd be similar to if a character with poison attacked a character with Avoid Defeat; you wouldn't apply the base damage, resolve avoid defeat, then make the poison save to see if another avoid defeat roll is needed. Instead, the character takes all the damage, then makes the avoid defeat roll.
Of course, we'll likely get a designer intent ruling soon enough, but that's my perspective on it. Well stated, and unless designers say otherwise, I agree with your perspective.
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