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Stun

 
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chuckpint
White Dragon
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Joined: 10 Jan 2005
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PostPosted: Mon Apr 24, 2006 1:21 pm GMT    Post subject: Stun Reply with quote

There is a major problem with Stun. It's much too powerful. Looking over some very old discussion on it, I see that several people proposed changing the duration of Stun from "end of your next turn" to "beginning of your next turn". Why? Simple, those units are dead if, while Stunned, they are hit with any spell or SAI that requires them to roll a result or die. At least if they are killed, and they have to save against burial, they can do that. (All spells and effects expire when a unit is placed in the DUA).

In any case, it appears that despite this discussion overwhelmingly being in favor of changing the duration, Will was against it, so it didn't change. I propose changing it now.
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piMaster
rare
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Joined: 16 Jan 2005
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PostPosted: Mon Apr 24, 2006 1:58 pm GMT    Post subject: Reply with quote

Okay with me to change its duration.

How many more rules are under consideration for changing? It seems you keep throwing more monkey wrenches into my project all the time. Mad
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DEEPBLUEB2
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PostPosted: Fri Apr 28, 2006 1:38 pm GMT    Post subject: Reply with quote

In response to:
proposed changing the duration of Stun from "end of your next turn" to "beginning of your next turn"

Perhaps leave the duration.....but add a die becomes unstunned when targeted.
Cool
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chuckpint
White Dragon
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PostPosted: Fri Apr 28, 2006 1:46 pm GMT    Post subject: Reply with quote

In that case, you are really changing Stun to be more like Blue Dragon breath. Blue Dragon breath doesn't allow an army to roll anything except saves. If you mean remove the effect of Stun as soon as it has to roll, then you completely kill the SAI. Remember, Stun is a melee attack SAI. So the first thing that will happen is that the army with stunned units will have to roll saves vs. melee damage.
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You can never have too many dice.
First Place at the first ever Daemon Diceâ„¢ sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Diceâ„¢, 20,000 Daemon Diceâ„¢, and others (too many to count).
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DEEPBLUEB2
monster
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PostPosted: Fri Apr 28, 2006 2:11 pm GMT    Post subject: Reply with quote

stun proposal:
leave the duration.....but add a unit becomes unstunned when targeted
ONLY WHEN TARGETED (you could even target your own unit to unstun it)
not during avoidance rolls....like melee,save rolls ect...

at first this may seem ridiculous....
but a stunned cantrip magician would not be able to help cast spells to unstun

Very Happy
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DEEPBLUEB2
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PostPosted: Mon May 08, 2006 6:38 am GMT    Post subject: Reply with quote

another concept for the stun duration:

the duration of stun could be assigned to the beginning of the stunned units turn
Very Happy
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Netherworlder
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Joined: 25 Jan 2005
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PostPosted: Wed May 10, 2006 7:10 am GMT    Post subject: Reply with quote

How about to the end of the current player's turn? If you making it depend on the start or end of the acting or affected player's turn then it still seems overpowered. Let's say I am player 2 in a 4-player game. I stun one of player 1's units, until the start of my next turn. That unit has to survive player 3 and player 4's turn, pretty unlikely, especially against a blue magic army who would immediately cast a Lightning Bolt on it since it would have no chance of saving.

Dropping Stun at the end of the acting player's turn removes this possibility. If I Stun you, I should reap the benefits, no one else.
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DEEPBLUEB2
monster
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PostPosted: Wed May 10, 2006 1:18 pm GMT    Post subject: Reply with quote

the duration of stun could be assigned to the beginning of the stunned units turn
yes in a multiplayer game...the stunned die would be at risk
but if the preceding player stuns your unit ...
the unit becomes unstunned quickly...
so with this concept it allows strategy,for long and short stuns
Wink
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