Command vs Sleep vs Attack Dice Utilized

By any2cards, in Descent: Journeys in the Dark

Several RTL questions:

1). Assume a figure has command. Assume it is sleeping. Does it still exert command? i.e. does it still provide extra range/damage to all friendly figures within the normal 3 squares?

2) If I am trying to wake up a hero in a RTL encounter which starts with an ambush, and I choose to attack a sleeping hero with a fist or some weapon, must I also roll the full complement of power dice allowed for that hero? Or, is the implementation of those dice optional?

Thank you in advance for your input.

In previous questions regarding attacking allies to move them with Knockback , FFG has ruled that you must roll your full complement of attack dice. However, the power dice really don't matter, since you can always choose to spend the power enhancements on range and you don't have to spend all of your surges, so power dice will never increase the damage of an attack if the attacker doesn't want them to.

As for sleep, I'm less familiar with the advanced campaign rules, but I can't find anything that would suggest that a sleeping figure loses any abilities. So sure, Command would still boost allies' attacks, Fear (e.g. from the gold treasure "Deflection") could still cause attacks to miss you, Lyssa could still force attackers to reroll a die, Acrobat will prevent you from suffering wounds as a result of being moved (e.g. with Knockback or Telekinesis) into a damaging obstacle, and Grapple (if there was still a way for heroes to get it) would still immobilize adjacent enemies.

Also, don't forget that being asleep only stops you from spending movement points or attacking; it does not prevent you from placing orders, so sleeping figures can still Dodge. Neither does it prevent you from re-equipping at the start of your turn, letting you swap that Chainmail (which won't protect you while asleep) for a Tunic (which will). You can use shields or Ghost Armor to negate damage, heal allies with Ran's Mark, or give orders using Leadership or Captain. You can also play feat cards (as long as you meet the triggering conditions), such as Fend or Disarm.

Sleep is a popular subject for house rules.

Anistone ...

Thanks for the reply. As far as Commnad is concerned, I am wondering if Command is a passive ability (i.e. it is always on), or if I can choose to have it be on.

In my example, I have 3 heros asleep in an RTL ambushed encounter, with 1 hero awake on the stump. If I use this hero (who has Command) to attack another hero to wake them up, do I have to add +1 damage because of the Command ability, or can I choose not to have this ability in effect.

Most of us feel it is a passive, always on ability, but we wanted some input from others ...

Abilities are "always on" unless stated otherwise.