Move actions and fatigue

By Letanir, in Descent: Journeys in the Dark

So, it's a topic about movement.

1. If hero used move action (let's say he/she has 5 speed) and suffered 2 fatigue to gain MP, does he have now 7 MP? In one pool?

2. That hero moves to empty space. Does he have to declare which MP he use? Let's say OL used Tripwire and hero failes a test? Does he have to remove all MP or jut gained via move action?

3. What if hero used move action, spend all MP, suffered fatigue to gain another MP, used it and now adjasent to another hero. Can they trade now?

What is this move action after all? Just getting MP or gettinp MP and using them?

P.S. I know these question has been asked before, but I couldn't find solid answers, so here I am.

1. If hero used move action (let's say he/she has 5 speed) and suffered 2 fatigue to gain MP, does he have now 7 MP? In one pool?

Yes. 7 movement points in one pool are now available to be spent. Until all those movement points are spent, the hero is considered to be 'performing a move action'. This remains true even if he interrupts his movement at any point to perform other actions, such as attacking.

2. That hero moves to empty space. Does he have to declare which MP he use? Let's say OL used Tripwire and hero failes a test? Does he have to remove all MP or jut gained via move action?

I've asked this sort of question before, as the wording is poor for these old cards. The rough ruling I got was that the Tripwire will use up all the movement points you have left, regardless of its source. However, at least some of the movement points from your pool must have been gained from a movement action in order for Tripwire to be a legal play. This does make the timing of when you choose to activate your move action important.

The alternative is to 'label' every movement point in your pool, and start telling the overlord, "Okay, I am now spending the movement point from my stamina, and this is from Elven Boots, and this movement point is from my Move Action, and this movement point is from..." which is cumbersome and I don't know anyone who plays it like this.

3. What if hero used move action, spend all MP, suffered fatigue to gain another MP, used it and now adjasent to another hero. Can they trade now?

What is this move action after all? Just getting MP or gettinp MP and using them?

P.S. I know these question has been asked before, but I couldn't find solid answers, so here I am.

As I stated earlier, I believe the ruling is that once you have performed a move action, until your movement pool is emptied out or you end your turn you are still considered 'performing a move action'. Therefore I believe trades would be fine at that point with the hero as long as you have at least some movement points left when you arrive adjacent to them.

Hope that helps. This is a notoriously fuzzy area in Descent which the regular rule books do not cover nearly well enough. I highly recommend Zaltyre's Rules Glossary for clarification on this, as he has consolidated many post-release rulings that have been made on this and other matters from the developers.

https://boardgamegeek.com/filepage/108575/glossary-terms-descent-second-edition

Edited by Charmy

Charmy, thanks- I am hoping to update the glossary soon, but movement should stay similar. We were playing last night, and the topic of "movement is easily the most confusing part of descent" came up. We try to play RAW (declaring MP source) but tend to be lenient on things like trading.

Edited by Zaltyre

One work around is to only allow move actions or the spending of fatigue for the amount of movement points required to enter the target adjacent space, if the character currently has 0 movement points. So no doubling up on taking move actions, or spending fatigue for movement points during a move action. Once you gain some amount of movement points, either by taking a move action or spending the requisite amount of fatigue, you cannot gain more movement points until you have spent or lost the points you have. So players would just have to do all of their moving in sequence, instead of spending all of their actions and fatigue to create one big pool.

The only exception would be if during a move action a player comes up against a terrain space which requires 2 MP to enter, and the character only has 1 MP remaining. But players could agree to allow minor retroactive movement editing in these cases, "I would have spent a fatigue before this move action so that I could enter the terrain space," etc.

Just brainstorming.

For trading, spending fatigue for movement is not a move action. It is exerting oneself beyond one's limits to move further and faster. So, the way we have always played is that trading is not allowed directly after spending fatigue to move. And that would be in line with the above work around. Players would just have to be careful about what kind of movement they declare and when.

Edited by Madmartigan

Yeah, movement is really weird. Thanks Charmy, for reasuring me once again, cause my heroes tends to feel like Im cheating when things come to movement :) With topics like this I can show it to them and be confident that all is accorind to rules =)

One work around is to only allow move actions or the spending of fatigue for the amount of movement points required to enter the target adjacent space, if the character currently has 0 movement points.

That's how it works for me.

Thanks a lot for your answers!

Well, I guess I'll just homerule this movement thing:

All MP goes to same pool, no matter how heroes got them Cards like tripwire and trading would require that hero used move action this turn. Everything that ends move action would simply set MP to zero.

That should be simple and I doubt it will ruin balance.

Thanks a lot for your answers!

Well, I guess I'll just homerule this movement thing:

All MP goes to same pool, no matter how heroes got them Cards like tripwire and trading would require that hero used move action this turn. Everything that ends move action would simply set MP to zero.

That should be simple and I doubt it will ruin balance.

For the record, "ends a move action" sending all MP to zero regardless of source is not a houserule. That is RAW according to the FAQ.

Nevertheless, I think it's a good way to go.

Edited by Zaltyre

My players will count out there movement and say "fatigue" move another space "fatigue" move another space. If they, at the beginning of their turn, spend their fatigue to make the pool 6 instead of 4, and i used tripwire right away, they would flip because they'd fell they just wasted fatigue.

As I stated earlier, I believe the ruling is that once you have performed a move action, until your movement pool is emptied out or you end your turn you are still considered 'performing a move action'.
My players will count out there movement and say "fatigue" move another space "fatigue" move another space. If they, at the beginning of their turn, spend their fatigue to make the pool 6 instead of 4, and i used tripwire right away, they would flip because they'd fell they just wasted fatigue.

Clarifying the question made by thedremak and the statement from Charmy. Let's put an example in play, commonly used by players when they dont want to spend their actions to move: So, a hero spend 3 points of fatigue, in the hope to reach a square adjacent to a monster 3 squares away. After moving 1 empty space further his original space, the OL uses his tripwire card. Note: the hero has 2 MP's on his pool, and by the post made by Charmy that would not be a legal play, however, if the hero still have MP points left in his pool, wouldnt be him "performing a moving action", making the OL card a legal play?

This doubt just came when I finished the reading. Would appreciate some thoughts. Ty all in advance.

RAW, if the hero is not spending a movement point gained by performing a move action (gaining MP equal to his speed,) Tripwire is not a valid play.

Some would houserule rather harmlessly that if the hero has taken a move action this turn and still has MP from that move action left, no matter which MP he spent to enter that space, it is "during a move action" and so a valid play.

If he has only fatigued and not performed an actual move action, definitely not allowed.

Placing this question on this post since it has affinity to the doubt.

When moving with Skarn, and it has a Soulless Scythe equipped, may the OL expand him to use the exhaust option of the Relic and then resume movement?

Edited by Dommus

Placing this question on this post since it has affinity to the doubt.

When moving with Skarn, and it has a Soulless Scythe equipped, may the OL expand him to use the exhaust option of the Relic and then resume movement?

An action has to be performed for you to expand, so no.

I'm not sure this would constitute an interruption, so it wouldn't require him to expand. If it does, he would.

I'm not sure this would constitute an interruption, so it wouldn't require him to expand. If it does, he would.

Aye, that's exactly what I was wondering. How can we get certain about this being or not an interruption Zalt? Worth doing a rule clarification?

I'm not sure this would constitute an interruption, so it wouldn't require him to expand. If it does, he would.

Aye, that's exactly what I was wondering. How can we get certain about this being or not an interruption Zalt? Worth doing a rule clarification?

In my opinion, this is not an interruption. Why? well, here's what we know:

1. An interruption does not need to be an action. This is demonstrated by the wildlander's use of "Nimble" interrupting monster movement (and being prohibited when the monster can't be interrupted).

2. Not EVERYTHING is an interruption. For example, taking damage is not an interruption. If it were, it would be silly as a dragon in a narrow hallway could step through as much lava as it wanted and not take any damage because it "couldn't be interrupted" (or more ridiculously, expand every time it entered a lava space).

So:

-Performing another action definitely constitutes an interruption (Example: performing an attack).

-Repositioning another figure constitutes an interruption (Example: Nimble).

-Merely taking damage does not (opinion based on the alternative)

-Using a skill probably does (Example: a disciple can interrupt a move action to use prayer of healing)

FYI, that last one is tricky- I'm still unsure whether a large monster should expand after moving adjacent to a stalker's trap token. I lean towards no, but the answer really might be yes. I'll submit that one.

EDIT: Just sent the following:

"Does a large monster expand after the resolution of "Set Trap"? (That is, does resolving the damage resulting from moving adjacent to a trap token interrupt that monster's movement? Is there a general measure for what constitutes an interruption? Thanks!"

Again, I'm recommending based on opinion that Skarn NOT expand in your case.

Edited by Zaltyre

In my opinion, this is not an interruption. Why? well, here's what we know:

1. An interruption does not need to be an action. This is demonstrated by the wildlander's use of "Nimble" interrupting monster movement (and being prohibited when the monster can't be interrupted).

2. Not EVERYTHING is an interruption. For example, taking damage is not an interruption. If it were, it would be silly as a dragon in a narrow hallway could step through as much lava as it wanted and not take any damage because it "couldn't be interrupted" (or more ridiculously, expand every time it entered a lava space).

So:

-Performing another action definitely constitutes an interruption (Example: performing an attack).

-Repositioning another figure constitutes an interruption (Example: Nimble).

-Merely taking damage does not (opinion based on the alternative)

- Using a skill probably does (Example: a disciple can interrupt a move action to use prayer of healing)

FYI, that last one is tricky- I'm still unsure whether a large monster should expand after moving adjacent to a stalker's trap token. I lean towards no, but the answer really might be yes. I'll submit that one.

EDIT: Just sent the following:

"Does a large monster expand after the resolution of "Set Trap"? (That is, does resolving the damage resulting from moving adjacent to a trap token interrupt that monster's movement? Is there a general measure for what constitutes an interruption? Thanks!"

Again, I'm recommending based on opinion that Skarn NOT expand in your case.

I don't see any difference between the use of Prayer of healing and the exhaust option on Soulless Scythe. Both doesn't count as an action, both exhaust as part of the effect. I can't see why one should be considered an interruption and the other not.

In the case of nimble I agree with you. The use of the card forces the monster to stop moving and doing so, imposes the OL to expand his monster to attend the requirements of the skill. Good point. (Just for the record, when does a monster be prohibited to be interrupted? skirmish?)

In the case of set trap I do not see a problem. When moving a large monster you designates a space as a point of reference. If, any time during the movement, the "reference space" becomes adjacent to a trap, the monster takes the damage, not having to expand at all. It would be like taking a damage from lava terrain for instance, in the very example you stated above.

I'm also inclined to not consider the exhaustion of soulless scythe an interruption, but definitely, if prayer of healing constitutes an interruption, exhausting soulless scythe is also an interruption, unless you can show me where I am wrong.

I'm hoping the rules question I asked will be of help, but before getting an answer the things I suspect might cause a difference between the two cases are:

-Disciple is using a skill (as opposed to generally an "ability")

-Prayer of healing involves a dice roll

-Prayer of healing may or may not involve the return of a figure to the map (if Prayer of healing is doing a pick up)

None of the above are really solid, admittedly. I think there's generally much less concern about what interrupts the movement of a hero because there's no such thing as a large hero.

Skarn only enters spaces in while being shrunk down. So no, he cannot expand to profit from this, since expanding is not the same as moving into something (which is the trigger of the soulless sythe).

Ceasar, the main point in this discussion is on what an interrupt consists. Interrupts really matter to large figures, so understand interrupt as a reason to let that figure expand, be it a monster or liutenant - since there is no hero with a 2x2 or 2x3 base.

Actually, it's very difficult to me to conceptualize an interrupt. We agree when the figure is performing an action consists an interrupt, with nimble (windlander skill) and a couple situations we could elaborate here.

Let me put my example more clearly: Let's say Skarn had only to use 2 MP's to enter an adjacent space from a hero. He saved 1 MP. While shrunk, Skarn attended the requisite of being adjacent to deal bleeding condition of his equipped relic (Soulless Scythe). So IF the exhaustion of Soulless Scythe is considered an interrupt, expanding Skarn would be a legal play, leaving him free to use his remaining MP after the use of the relic.

The rules mentioned in that post: https://community.fantasyflightgames.com/topic/227441-when-does-a-large-monster-enter-a-space/?p=2360519 are not being disregarded any moment, contrariwise, its the perfect use of the "entering an adjacent space" by a large figure.

But again, I stand with idea that an interrupt consists when the figure is performing an action, and with a couple of exceptions, like nimble, immobilize (as being part of an attack made by a First strike skill, for example) and so on.

Edited by Dommus

I've been mulling this over a bit, and wondering if the interruption has to do with conflicting triggers (similar to the golden rule). In other words, an interrupt is a necessary thing when the situation demands it. Where the wildlander moves with Nimble determines where Skarn could move next. If he performs an attack, he might defeat a hero, opening a new path. The disciple might restore a hero to the map by healing him. This does not explain interrupting a move with another move (such as when a hero interrupts a move action to spend a movement point from fatigue.)

Rules question: "Does a large monster expand after the resolution of "Set Trap"? (That is, does resolving the damage resulting from moving adjacent to a trap token interrupt that monster's movement? Is there a general measure for what constitutes an interruption? Thanks!"



Answer:

No, large monsters do not expand when they suffer damage from “Set Trap.”


At this time, I do not have a general rule to determine when large monsters need to expand but am taking it on a case-by-case basis.


Thanks,


Nathan Hajek

Game Developer

Fantasy Flight Games


Edited by Zaltyre

Added to the uFAQ wiki.