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Presence of the Dark Side Options
swinefeld
Posted: Thursday, June 28, 2018 6:55:17 PM
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Ported from Lord Vitiate's character thread - (please post rules questions here, so everyone can benefit BlooMilk )

I gave a rather vague/sloppy answer there, so to clarify:

Quote:
How does presence of the dark side work with forced movement like sith battle manipulation?


As far as I see it, It doesn't.

Quote:
Presence of the Dark Side (Once per turn, an enemy that activates or ends its move within 6 squares of this character loses 1 Force point and takes 10 damage; save 11)


Clearly indicates on its turn, (and possibly/probably some other move that it optionally initiates, such as Coordinated Movement, Agile etc) Not anything the Opp player controls.

Quote:
Then why does mines trigger off of involuntary movement?


Mines affect terrain (squares), not the enemy character directly. In this case, if SBM or some other ability counts as movement (Levitation is in the FAQ on this) then it triggers if the character 'moves' into that square.

Push effects obey terrain (yellow/green squares) when determining where the affected character ends up. Mines would factor into that as well if present.

Feel free to debate if you wish, but do provide some documented evidence.
I'm only human, er, at a minimum, count as 'living'. Smile
urbanjedi
Posted: Thursday, June 28, 2018 9:20:23 PM
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I would also add that it doesn't trigger unless you actually "activate" the character. So if you combine fire, or if a guy gets jolted, or activated for some other reason, it would have no effect.
gholli69
Posted: Friday, June 29, 2018 3:19:31 AM
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But what if you leave them within 6 of the character with POTDS by means of SBM and then they activate, they would then take the damage correct?
urbanjedi
Posted: Friday, June 29, 2018 7:43:04 AM
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gholli69 wrote:
But what if you leave them within 6 of the character with POTDS by means of SBM and then they activate, they would then take the damage correct?


Yes. If they are within 6 when they make they normal activation they must make the save
DarkDracul
Posted: Monday, November 25, 2024 3:00:42 PM
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Ok, so an Intuition or Talon Move w/6 of the DFN would not trigger PotDS.
Because it's not on its turn . . . I mean it's not even a turn right?
gandalfthegreatestwizard
Posted: Monday, November 25, 2024 4:17:34 PM
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DarkDracul wrote:
Ok, so an Intuition or Talon Move w/6 of the DFN would not trigger PotDS.
Because it's not on its turn . . . I mean it's not even a turn right?


That's not what swinefeld says here. As quoted below, swinefeld says that POTDS "possibly/probably" triggers on optional movement outside of the character's turn- i.e. he doesn't give a certain answer at all.

swinefeld wrote:
Clearly indicates on its turn, (and possibly/probably some other move that it optionally initiates, such as Coordinated Movement, Agile etc) Not anything the Opp player controls.


To give a definitive answer beyond the "probably" swinefeld gave here, "ends its/their move" is a term that has been defined in relation to other abilities. For example, a character must "end their moves adjacent to" the Desert Skiff to be transported by it. The WOTC FAQ defines this "move" as including movement outside of the character's turn such as Lift, Tow Cable, or a commander effect that lets you move a character. A Savage character is required to "end its move next to an enemy if it can", and as ruled here this includes Intuition or Surprise Move if you choose to use those abilities.

"Ends its move" means the same thing for POTDS as it does for those other abilities. Any Intuition, Coordinated Movement, Call for Support, Agile, movement CE etc has the potential to trigger POTDS. On the other hand a Force Push or Repulse or SBM- "involuntary" movement- does not trigger POTDS.

The "after initiative is determined" period before the first phase is also treated as a turn for several purposes e.g. the number of times a character can spend Force points. This applies also to POTDS and thus the ability can only trigger once for each character during the pre-activation actions.
DarkDracul
Posted: Wednesday, November 27, 2024 11:27:38 AM
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Of course, why on Earth did I think "its move" referred to its normal move on its turn? Silly me.

I will check with people to see if a glossary update is wanted or needed.

When Yoda on Kybuck was first released, players used R2 Astromech Droid’s Tow Cable to make an additional Galloping Attack with Kybuck. Initially ruled legal, the designers later clarified, "This ability is usable only on this character's turn." Similarly, the Rule Book later defined Move Faster as "usable on its turn," preventing its use on an Intuition or a Talon CE move.



gandalftheaveragewizard
Posted: Wednesday, November 27, 2024 1:48:49 PM
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are you sure that is true about moving faster with force points? The glossary for Force points seems to be pretty clear about spending a force point to move faster as part of 'a' move. glossary update? I've always played that you can spend force on any movement.
DarkDracul
Posted: Wednesday, November 27, 2024 1:59:06 PM
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gandalftheaveragewizard wrote:
are you sure that is true about moving faster with force points? The glossary for Force points seems to be pretty clear about spending a force point to move faster as part of 'a' move. glossary update? I've always played that you can spend force on any movement.

Here's a thread
http://www.bloomilk.com/Forums/Default.aspx?g=posts&m=193670
gandalfthegreatestwizard
Posted: Wednesday, November 27, 2024 3:41:58 PM
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Bryan is correct and I don't like impostors anymore. Banned for the next 999999 hours
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