AoE effect on dodged friendly figures

By Remilia, in Descent: Journeys in the Dark

Hi there,

I got a problem here. If the area I try to breath/blast on contains one friendly figure who has dodge order, can he make me reroll my "x" result?

if so, can the OL paly the dodge card after the reroll and change the result again?

thanks in advance

The second question is easy: Under no circumstances are any dice rerolled more than once (basic rules).

The first one is a little tricky. I guess it is allowed since the Dodging player is attacked, even if it is by friendly fire.

Now if the OL wants to dodge also (although dodging an X roll rarely will be sensible), it depends on the seating of the players.

Basic rule is, if more than one player wants to Dodge then the player sitting next to the attacker in clockwise direction decides which dice are rerolled.

So if the OL has a Dodge card and is the player to decide, he may play it and re-roll no dice at all. If he doesn´t play the dodge card, then the player with the Dodge order may indeed reroll the X.

I believe that's correct on all counts. For maximum effect, the dodging hero should quaff an invisibility potion, since an X on the stealth die will allow figures with the Stealth ability to avoid the attack without causing it to miss anyone else. With the reroll, that gives a substantial chance that the hero can reroll the dice to cause higher damage or ensure a hit while still escaping the blast himself.

Antistone said:

I believe that's correct on all counts. For maximum effect, the dodging hero should quaff an invisibility potion, since an X on the stealth die will allow figures with the Stealth ability to avoid the attack without causing it to miss anyone else. With the reroll, that gives a substantial chance that the hero can reroll the dice to cause higher damage or ensure a hit while still escaping the blast himself.

No, for MAXIMUM effect the dodging hero should have ironskin, either from the rumor or from the custom hero creator. Ironskin says ". . . all damage dealt
to figures with Ironskin by attacks that affect more than one space (such as Blast, Burn, and Breath) is reduced to zero." So you can dodge the blast rune (effectively making it an aimed attack), have it do max damage to the monsters, and take 0 damage. The ironskined hero is still hit by the blast, he just takes 0 damage.

Badend said:

Antistone said:

I believe that's correct on all counts. For maximum effect, the dodging hero should quaff an invisibility potion, since an X on the stealth die will allow figures with the Stealth ability to avoid the attack without causing it to miss anyone else. With the reroll, that gives a substantial chance that the hero can reroll the dice to cause higher damage or ensure a hit while still escaping the blast himself.

No, for MAXIMUM effect the dodging hero should have ironskin, either from the rumor or from the custom hero creator. Ironskin says ". . . all damage dealt
to figures with Ironskin by attacks that affect more than one space (such as Blast, Burn, and Breath) is reduced to zero." So you can dodge the blast rune (effectively making it an aimed attack), have it do max damage to the monsters, and take 0 damage. The ironskined hero is still hit by the blast, he just takes 0 damage.

That would work except I think the bizarre new ruling in the latest FAQ messes it up.

Sorcery versus Ironskin
Sorcery may not add damage to any attack that includes a figure with Ironskin. It may add range to the attack, but not Sorcery. Yes, Laurel can get around this. The damage immunity granted by Ironskin does extend to all figures affected by an attack that includes a model with Ironskin.

Yes its wierd, and yes it makes no sense but evidently including a figure with Ironskin in a Blast or Breath grants the damage immunity to everyone.

Big Remy said:

Badend said:

Antistone said:

I believe that's correct on all counts. For maximum effect, the dodging hero should quaff an invisibility potion, since an X on the stealth die will allow figures with the Stealth ability to avoid the attack without causing it to miss anyone else. With the reroll, that gives a substantial chance that the hero can reroll the dice to cause higher damage or ensure a hit while still escaping the blast himself.

No, for MAXIMUM effect the dodging hero should have ironskin, either from the rumor or from the custom hero creator. Ironskin says ". . . all damage dealt
to figures with Ironskin by attacks that affect more than one space (such as Blast, Burn, and Breath) is reduced to zero." So you can dodge the blast rune (effectively making it an aimed attack), have it do max damage to the monsters, and take 0 damage. The ironskined hero is still hit by the blast, he just takes 0 damage.

That would work except I think the bizarre new ruling in the latest FAQ messes it up.

Sorcery versus Ironskin
Sorcery may not add damage to any attack that includes a figure with Ironskin. It may add range to the attack, but not Sorcery. Yes, Laurel can get around this. The damage immunity granted by Ironskin does extend to all figures affected by an attack that includes a model with Ironskin.

Yes its wierd, and yes it makes no sense but evidently including a figure with Ironskin in a Blast or Breath grants the damage immunity to everyone.

Ahh, but the ironskin ability reads "a figure with Ironskin is immune to the effects of Aura, Bleed, Burn, Pierce, Poison, and Sorcery. In addition, all damage dealt to figures with Ironskin by attacks that affect more than one space (such as Blast, Burn, and Breath) is reduced to zero."

Immune is only used in conjuntion with the first set of effects, not with area attacks. A figure with ironskin is not immune to a blast attack. The OL can still spend surges to gain threat when hitting the hero with a blast attack. So I'd argue that the shared damage immunity only applies to the first set of effects, and only for effects that add damage( which is only sorcery). A good case could be made for all effected figures being immune to the first set of effects, though.

Also, this is in a Sorcery vs Ironskin ruling, so the damage immunity only clearly applies to the sorcery ability.

I see the sorcery damage ruling being more about keeping it simple then any mechanical sence (Ok, you sorcery blast 3 heroes, 1 with ironskin, 1 with stealth, and one with ghost armor. That nightmare scenario is at least reduced slightly by the base damage being consistant).

I'm fine with all your reasoning, I was just pointing it out as a different viewpoint that someone could come up with.

I personally think its a horrible ruling to have Ironskin cover everyone either way.

Big Remy said:

I personally think its a horrible ruling to have Ironskin cover everyone either way.

I though it was hilarious (in a sad way), since in the great ironskin/sorcery debate, practically the only thing generally agreed upon was that Ironskin didn't protect anyone else! partido_risa.gif

Corbon said:

Big Remy said:

I personally think its a horrible ruling to have Ironskin cover everyone either way.

I though it was hilarious (in a sad way), since in the great ironskin/sorcery debate, practically the only thing generally agreed upon was that Ironskin didn't protect anyone else! partido_risa.gif

Yeah I know.

I mean, you think they would have gone a read the thread a little.