Pit Trap Question

By centralx, in Descent: Journeys in the Dark

Say I play a pit trap on the last point of movement on a heroes first move action. They end on that space without declaring any additional move actions or even what they plan on doing for their second action. If I play pit trap then would that trigger the stun function or can the hero react to the playing of the card and declare their second movement?

Curious about the order of things on this one.

He cannot react after the declaration of the card being played.

But, to prevent stun, the hero may have, in advance, spent a fatigue point to make himself a movement point "reserve" (you are allowed not to spend the MPs gained by fatigue at the moment you spend fatigue).

Cool, thanks for the response. While we are here talking shop, is there any other cards that quite have this kind of stopping power? I am trying to learn the arsenal of the Overlord?

Web trap comes to mind.

Posted this in a different thread, but it's relevant here.

In the Descent Second Edition FAQ http://www.fantasyfl...on FAQ_v1.2.pdf

on page 4 (Overlord Cards) states:

" Q: Can a hero suffer fatigue to gain a movement point in response to a "Pit Trap" in order to avoid being stunned?

A: No, the effects of "Pit Trap" are applied immediately."

-----

I assume this is the same for other Overlord cards as well, and by that I mean, you play the card then the effects of the card happen immediately, rarely allowing the use of skills/abilities/items(/fatigue) in response.

Edited by SouLx

But he still can spend a fatigue to gain a supplemental movement point in advance (rather than in response). ;)

I've used similar tactics with Quellen(spelling?) where I start out the encounter with his feat, spend 6 points of fatigue for movement, and then start progressing then use 2 abilities at once. Then just end the turn with extra FMP since I get it all back anyway.