Corbon said:
Neostrider said:
So everyone seems to agree that this argument has now boiled down to the one question:
"An attack targets a space, but does immunity to sorcery kick in before determining range or during deciding damage?"
I would point out Poobaloo's case sounds the soundest to me because of one other ability: Soar.
Soar is a special defensive ability just like Ironskin. If it doesn't kick in during the 'determining range' step then what's the point of it? That means that defensive abilities DO kick in before range to hit the target is compared. It makes sense then that immunity to sorcery would then also apply during this step since +1 range IS an effect of sorcery. The strongest argument against the ironskin vs range ruling was that the immunity didn't kick in UNTIL the range is sufficient to hit but I think I clearly showed an example where the target's abilities are taken into account before range is counted.
In the event a golem and beastman were in the same square and an attack was made on that square, I'd rule that the attack would hit the beastman and the golem would be immune since the extra sorcery needed to him the golem wouldn't be counted.
Soar is not a 'general defensive ability' the same as Ironskin. Its a specific ability which affects movement and the way things (tokens, figures, obstacles etc) interact on the board. It interacts in an utterly different way than Ironskin, Black Curse, Fear, Regeneration, Unstoppable and Undying - the other 'general defensive abilities' and is not really at all relevant in this discussion.
What you are effectively saying with your ruling, is that there are really two attacks - one that hits the square, and one that hits a slightly-closer-to-the-attacker square?(so what if there was a third monster in this square?!?) Thats wierder and more awkward than doing it the way I suggest the rules tell you too.
What then if the beastman/golem space is at the back of the golem but the hero is able to target the space (say with Crack Shot)? Then without sorcery the attack hits the front of the golem, with sorcery it hits the combined space. How do you deal with that? Two different attacks? Golems Ironskin trumps Sorcery, effectively making the Beastman immune?
KISS. Following the rules carefully as written provides the simplest and most reasonable way to handle all of the vagaries. There is only the issue of a needless hangup with the word 'immune' and its application. Unfortunately some people can't get past this.
Soar is a defensive ability, it adds 4 to the range needed to hit it. Fear says the hero must spend 1 surge, soar says the hero needs 4 additional range. both sound like effects that make it harder for the hero to hit, and so I'd say they are both defensive abilities.
Your second line is weird. Are you really playing with some sort of 'determine where the attack fell' rule? if there isn't sufficient range to hit the space targeted then the attack misses just as if the attack had rolled a miss. I don't know if you just house ruled your own system there or where the confusion you have is but that's definantly not how I read the rules.
Your third lines example: hits beastman, misses golem. Seems simple to me. It had the range to the beastman but not the golem.
I think you are the one confused. We're not complicating thing at all, we are simply playing with the rules that make the most sense mechanically. All of your examples in your last post its simply a matter of is there sufficient range without sorcery and its not that hard to determine. Immune only applies to the golem, and immune should be checked before range. Not after and thus only damage as was stated earlier in this post.
If anyone is still confused: Immune to sorcery means no sorcery anytime. attacks against a space are still effected by the abilities of the creatures in that space. A single creatures abilities shouldn't effect the attack's effect on any other creature (except where OBVIOUSLY stated in the rules such as area attacks and dodge).