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Melee Reach 2/3 Interactions and Solutions - Voice Your Thoughts Options
saber1
Posted: Monday, November 28, 2011 5:22:55 AM
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An issue was raised in a Rules Forum topic and I wanted to open a discussion for addressing an issue with Melee Reach X. As currently ruled, a character may Djem So/Riposte a character 2 squares away if the attacker used its Melee Reach X special ability.

Example:

XXX
CXL
XXX

Corran Horn (C) attacks Luke Skywalker, Rebel Commando (L) utilizing Melee Reach 2. X is a square that separates them. As currently worded and ruled, Luke can use Djem So against Corran even though Luke does not have Melee Reach 2.

There are three issues with this as I see it.

1. Melee Reach X represents a character’s range advantage in melee combat (spear, dual-phase lightsaber, exceptionally long arm, etc). Conceptually, it makes no sense for a character to Djem So/Riposte an attacker 2 squares away when their own weapon cannot cover the distance.
2. Melee Reach X should not end up benefitting an enemy character. As stated above, it is an advantage for the character that an enemy should have to work around by moving adjacent. Adjacent in the case of a Djem So/Riposte character (w/o Melee Reach X) equates to character’s base touching the enemy’s base.
3. Djem So/Riposte should not circumvent or supersede a character’s Melee Attack special ability. As such, Melee Attack would limit the character to Djem So/Riposte attacks against adjacent (touching) enemies.

This brings us to the question of resolution. What do we do with Melee Reach X? I believe the wording is fine. I also believe the wording on related abilities like Djem So, Lightsaber Riposte and Cleave are sufficient. The simplest fix, in my opinion, is to rule that Djem So/Riposte are limited by the character’s own Melee Attack special ability.

That’s my take on it. However, this is a community and I’d like to hear your thoughts on the matter. Does Melee Reach X need to be tweaked so as to work more accurately to the concept and provide a fulltime benefit to those characters with it? If so, how?

Definitions:
Melee Reach 2
When attacking, this character treats enemies up to 2 squares away as adjacent
Cleave
Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack against another adjacent enemy
Djem So
Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.

EmporerDragon
Posted: Monday, November 28, 2011 5:33:38 AM
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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.
Sithborg
Posted: Monday, November 28, 2011 5:39:51 AM
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You can't change the ruling without changing the wording. Period. And we are not errata'ing WOTC abilities. Feel free to discuss, but it is not changing.

As for your examples:
1. Fine for Corran, but what about the Rancor? They are attacking the weapon attacking them.
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.
3. It does not supersede it. They are attacking a character who is still considered adjacent.

saber1
Posted: Monday, November 28, 2011 5:46:49 AM
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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.

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.

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.

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.
countrydude82487
Posted: Monday, November 28, 2011 6:29:41 AM
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see the issue i have with changing it (I know they dont want to change any WOTC abillities so its kind of MUTE) is that unless you are making it a non-adjacent attack it would still trigger djemso/riposte simply because of its wording. THe timing alone requires that a character can react to it, just like parry. IF you change it so that a character cannot riposte it you will also be changing the fact that you can parry such an attack. AN if you were to change it to a non-adjacent attack, you would be allowing things like evade to effect it and to me that is just wrong too.
Sashlon
Posted: Monday, November 28, 2011 6:48:28 AM
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I just can't resist:

moot (comparative more moot, superlative most moot)
(UK, or US dated) Subject to discussion (originally at a moot); arguable, debatable, unsolved or impossible to solve.  [quotations ▼]
(North America) Having no practical impact or relevance.
That point may make for a good discussion, but it is moot.
 [quotations ▼]
(North America, chiefly law) Being an exercise of thought; academic.
Walter Crane and Lewis F. Day (1903) Moot Points: Friendly Disputes on Art and Industry Between Walter Crane and Lewis F. Day

or

mute (comparative muter, superlative mutest)
Silent; not making a sound.  [quotations ▼]
(of a person) Not having the power of speech.

ok, continue discussionBigGrin
FlyingArrow
Posted: Monday, November 28, 2011 6:57:33 AM
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There are a few issues that come into this discussion.

* Is adjacency a symmetric relationship? That is, if A considers B adjacent, does B also consider A adjacent? So far, the game considers adjacency symmetric. Changing MRX to the proposed interpretation would change the natural, symmetric definition of adjacency. (If I understand the proposal correctly.)

* We have non-adjacent non-melee attacks, adjacent non-melee attacks, and adjacent melee attacks. Nowhere in the game do we have non-adjacent melee attacks. Another way to get the OP's desired result would be to allow non-adjacent melee attacks. This would break precedence, but I don't see anything inherent in the rules to prevent it.

In any case, I wouldn't mess with it. This is not nearly as egregious as Lightsaber +10, and that one has even been included in the Vsets. Fortunately, additional "melee bonus for non-melee attackers" abilities (like Gauntlet Knife) have specified the attack is melee.
saber1
Posted: Monday, November 28, 2011 8:16:42 AM
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FlyingArrow wrote:
There are a few issues that come into this discussion.

* Is adjacency a symmetric relationship? That is, if A considers B adjacent, does B also consider A adjacent? So far, the game considers adjacency symmetric. Changing MRX to the proposed interpretation would change the natural, symmetric definition of adjacency. (If I understand the proposal correctly.)

* We have non-adjacent non-melee attacks, adjacent non-melee attacks, and adjacent melee attacks. Nowhere in the game do we have non-adjacent melee attacks. Another way to get the OP's desired result would be to allow non-adjacent melee attacks. This would break precedence, but I don't see anything inherent in the rules to prevent it.

In any case, I wouldn't mess with it. This is not nearly as egregious as Lightsaber +10, and that one has even been included in the Vsets. Fortunately, additional "melee bonus for non-melee attackers" abilities (like Gauntlet Knife) have specified the attack is melee.


Normally, adjacency is symmetric, but conceptually MRX intends to give an advantage, thus breaking the symmetry. In my example above, Luke cannot attack Corran during his turn because he has Melee Attack and 1 square intervenes between the respective character's bases. The issue is that DS/LR inexplicably grant the defending character MRX.

Fixing the issue can be as simple as limiting DS/LR by the character's own Melee Attack.
adamb0nd
Posted: Monday, November 28, 2011 8:38:30 AM
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Ehh... its tricky stuff that, imho, is best left as is. I think its horribly designed, but thats how it works... i think that trying to change it just create more issues. For example... you could say that it counts as a ranged attack, but then characters can't BLOCK it, which, makes no real world logic sense (which is why you want to change the rule in the first place... because in real world logic, the guy with the lightsaber shouldn't be able to reposte from 2 squares away). You could say that you don't count as adjacent, that would fix some of the problems, as enemies could block but not riposte/djem, however, that greatly weakens the ability. You then would not be able to attack non-adjacent enemies when based by one... it would also not be a trump for SS/Invisibility/Cloak.

I think the SA Reach works fine for what it is. If you want to change it, its only because it doesn't make real world logical sense... which, if we're going to change it based on that issue, there are a million things that i would change first (yay mouse droids providing my AT-ST sufficient cover from enemy fire!).

The problem with your logic on limiting LR/DJ, is all in the timing. At the time of trigger for these abilities, the enemy IS adjacent... you can't change that fact without changing Reach's definition.
StevenO
Posted: Monday, November 28, 2011 8:48:22 AM
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I'm not a fan of how reach is treated in SWM. It is only good when attacking but can allow an opponent a counter-attack from a space they normally couldn't attack the character from which really spoils one of the advantages that should come with melee reach.

I can understand the simplification of melee reach into an "only when attacking" ability because figuring out and remembering how to deal with an extended threat (adjacent) area all the time could confuse some people. This simplification does a disservice to MR because one of its advantages is being able to make an attack on someone without reach as they close for melee.

I too have a bigger issue with someone being able to take advantage of a character's MR to counter-attack using DjemSo on a character they couldn't otherwise reach. Lumiya should be able to stand on one side of a two square wide trench and strike a DS character on the other without worrying about getting hit back but that doesn't seem to be the rule. To me "adjacent" should always be determined from an individual character's perspective which would help solve that issue.
Azman
Posted: Monday, November 28, 2011 10:13:05 AM
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So melee reach could have been a handy ability.... but

now basically benifits your enemy nearly as much as you ?
Sithborg
Posted: Monday, November 28, 2011 11:34:51 AM
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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.
StevenO
Posted: Monday, November 28, 2011 1:14:26 PM
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Wait a second, Melee reach actually expands a character's threat range? I take threat range to mean the area controlled that AoO are made in; being able to attack one square further away is NOT an increased threat range in my book although it could be seen as an increased attack range.

MR may get around SS but that isn't any different than normal melee except you can maybe stay a square further away. I could give you the diplomat wall except not the real target just stays another square back although that does make it easier to actually target the dipomat with something else by blocking LOS. MR may let you strike a target without getting taking a full attack next turn but that opponent could easily base you and then your MR is worthless against that opponent. I already mentioned my issue with "threat range" and the "choose a target once based" benefit is the same one that allows you to ignore the diplomat wall.

Now I should admit I'm not solid on SWM's MR rules but dealt with it enough with DDM that eveyone's "adjecent" need not be the same.
Sithborg
Posted: Monday, November 28, 2011 4:14:03 PM
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By threat range, I meant how far a character can move and attack. If you disregard that one square, it is a mistake.

Yeah, the melee threat may base you, but how many attacks did they give up in order to move?

In the end, Melee Reach's best attributes affects placement. Melee Reach is an advantage over normal Melee Attack, no matter how you slice it. It just can't be argued that it isn't. Just because it isn't as much of an advantage, doesn't mean it should be changed.

And for those not seeing where the ruling is coming from, the FULL defination of Melee Reach, from the glossary:
Melee Reach [#]: When making an attack on its own turn, this character treats all characters within [#] squares as adjacent for all purposes. This character can be affected by enemy special abilities or Force powers that specify adjacent characters and that interrupt this attack, such as Self-Destruct.
FlyingArrow
Posted: Monday, November 28, 2011 4:22:56 PM
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For those who came late to the game (including me), what was the original "useless" ruling on melee reach?
EmporerDragon
Posted: Monday, November 28, 2011 4:46:05 PM
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FlyingArrow wrote:
For those who came late to the game (including me), what was the original "useless" ruling on melee reach?


Originally, Melee Reach only made characters adjacent for the purposes of the Melee Attack ability. For targeting and all other abilities and force powers, they were not considered adjacent. This meant that while abilities like Djem So and Riposte wouldn't work, neither would abilities like Mighty Swing or Momentum. It also meant that if the Melee Reach character had characters physically adjacent to them, they could not attack a character further away.
Sithborg
Posted: Monday, November 28, 2011 5:42:11 PM
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EmporerDragon wrote:
FlyingArrow wrote:
For those who came late to the game (including me), what was the original "useless" ruling on melee reach?


Originally, Melee Reach only made characters adjacent for the purposes of the Melee Attack ability. For targeting and all other abilities and force powers, they were not considered adjacent. This meant that while abilities like Djem So and Riposte wouldn't work, neither would abilities like Mighty Swing or Momentum. It also meant that if the Melee Reach character had characters physically adjacent to them, they could not attack a character further away.


Which was really evident, since at the time, most of the figs with Melee Reach had Savage.
Azman
Posted: Monday, November 28, 2011 9:24:17 PM
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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


Azman
Posted: Monday, November 28, 2011 9:25:52 PM
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if I lightsaber throw you (melee attack ?)

you can Djem from 6 squares away ??
EmporerDragon
Posted: Monday, November 28, 2011 10:22:22 PM
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Azman wrote:
if I lightsaber throw you (melee attack ?)

you can Djem from 6 squares away ??


No, as attacks generated by Lightsaber Throw are considered to be non-melee attacks, so Djem So cannot be used as a response.
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