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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Helznicht on August 13, 2015, 06:56:32 PM

Title: Oddities and Observations
Post by: Helznicht on August 13, 2015, 06:56:32 PM
A collection of weird scenarios that are allowed by the rules:

1) It is safer for an archer to stand 10' away from an enemy archer trading shots at one another than it is for a knight to fight a warhound hand to hand.  (twice as many hound attacks)

2) A thug can kill 4 knights on a single enemies turn.

3) Healing spells can hurt you.

4) A wizard moves at a faster velocity if he casts a spell and moves then if he just runs.

5) A 6 move character jumping after taking a 6 inch move, moves farther than a character flat out running.  (Should I always be skipping through Frostgrave with my characters?)
Title: Re: Oddities and Observations
Post by: JamWarrior on August 13, 2015, 07:06:54 PM
1) Yes, combat is riskier than shooting.  However the two archers firing at each other each roll at +2 vs a +2.  The knight rolls at +4 vs the dog's +1.

2) If he rolls very well and the Knights roll very badly he sure can.

3) ?? You'll have to explain your thinking on this one.

4) No he doesn't? He can cast and move 6", or not cast and double move for a total of 9".

5) Nice try, your jump distance still has to come out of your movement allowance.

Title: Re: Oddities and Observations
Post by: ChaosChild on August 13, 2015, 07:14:25 PM
3) Healing spells can hurt you.
It's worse than that, they can kill you. As I found out to my cost.  :(
Title: Re: Oddities and Observations
Post by: JamWarrior on August 13, 2015, 07:16:53 PM
Oh right, failing to cast a healing spell can hurt you. Magic is indeed risky business.
Title: Re: Oddities and Observations
Post by: Helznicht on August 13, 2015, 07:20:40 PM
3) ?? You'll have to explain your thinking on this one.
  Failing a casting roll on a healing spell.

4) No he doesn't? He can cast and move 6", or not cast and double move for a total of 9".
  This is based on the fact there are 2 halves to a turn, taking 1 action in each.  The turn is a set amount of time, divided by 2.  Moving 6 inches in the first half of the turn and then moving 3 inches in the 2nd half, means your "velocity" in the first half is twice as high.

5) Nice try, your jump distance still has to come out of your movement allowance.
  Is this stated in the rulebook somewhere?  When I read it I read jump as an action.


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Title: Re: Oddities and Observations
Post by: Calmdown on August 13, 2015, 07:25:21 PM
You should have named this thread "if I state various points in obtuse ways, look how odd the rules appear to be" and saved me the time opening the thread.

Seriously, for all of the loose wording in the rulebook and things we have to ask for clarification on, we could do with less things that may add to the confusion for new or prospective players.
Title: Re: Oddities and Observations
Post by: Darkson71 on August 13, 2015, 07:36:12 PM
4) A wizard moves at a faster velocity if he casts a spell and moves then if he just runs.
Why is that odd?  If I asked you to run (from fresh) 100m then stop and 150m, which would you do at the faster velocity?
Title: Re: Oddities and Observations
Post by: Captain Blood on August 13, 2015, 08:29:17 PM
You should have named this thread "if I state various points in obtuse ways, look how odd the rules appear to be" and saved me the time opening the thread.

Seriously, for all of the loose wording in the rulebook and things we have to ask for clarification on, we could do with less things that may add to the confusion for new or prospective players.

Calm down
;)
Title: Re: Oddities and Observations
Post by: Drachenklinge on August 13, 2015, 09:15:45 PM
It might be a little bit more than offtopic, but I realized something funny, which mankind had it all wrong throughout history.

Love hurts ... that is wrong.
It is failing love, that really hurts.  :D
Title: Re: Oddities and Observations
Post by: horridperson on August 13, 2015, 09:58:34 PM
3.  The narrative junkie in me imagines a glow coruscating beneath the flesh of the "victim" as his wounds begins to close themselves;  Then horrified scream that becomes something inhuman as he is transmogrified into tearing bag of glistening meat.
Title: Re: Oddities and Observations
Post by: joe5mc on August 14, 2015, 08:13:13 AM
I've got one!

It is possible for a Wizard to activate twice in a turn and never activate in the Wizard phase!
Title: Re: Oddities and Observations
Post by: nozza_uk on August 14, 2015, 08:39:59 AM
I've got one!

It is possible for a Wizard to activate twice in a turn and never activate in the Wizard phase!

I would see yes. If a wizard had previously cast Fast Act, then they would have the special phase activation. If one of their resulting actions is then to successfully cast Time Walk then they could activate again. If the opposing wizard had initiative and the cast Petrify, the first wizard wouldn't activate during his Wizard phase.