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Switch to Forum Live View has no effect on a miss
1 year ago  ::  May 03, 2012 - 2:59AM #11
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
I'm pretty sure that case is not covered explicitly by RAW.  It could easily be argued both ways.
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CB != rules source.
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1 year ago  ::  May 03, 2012 - 4:35AM #12
logopolis
  • Dragon Slayer
Date Joined: Jul 22, 2008
Posts: 1,924

May 3, 2012 -- 2:34AM, Metafictional wrote:

So, Fighter hits with the attack, gets counterattacked and the enemy then shifts away, foiling the attack.  Did the attack hit or miss?  The DM table ruled that since the Fighter did hit, but the hit was negated, reliable did not trigger.


I think the DM ruled it correctly.

From RC 195: "If an interrupt invalidates a triggering action, the triggering action is lost."

It doesn't say that it becomes a miss -- the triggering action is just gone, neither a hit nor a miss.

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1 year ago  ::  May 03, 2012 - 8:59AM #13
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,262

May 3, 2012 -- 4:35AM, logopolis wrote:

May 3, 2012 -- 2:34AM, Metafictional wrote:

So, Fighter hits with the attack, gets counterattacked and the enemy then shifts away, foiling the attack.  Did the attack hit or miss?  The DM table ruled that since the Fighter did hit, but the hit was negated, reliable did not trigger.


I think the DM ruled it correctly.

From RC 195: "If an interrupt invalidates a triggering action, the triggering action is lost."

It doesn't say that it becomes a miss -- the triggering action is just gone, neither a hit nor a miss.




I think it depends on the trigger of the Immediate Interrupt.  If it was triggered on "target" or "attack" then it would be turned into a miss.  If it was triggered on "Hit" then the power did hit and cannot trigger reliable.

With that being said, since the player used a daily power, as a DM, I would rule that it counted as a miss so they could try to use it again.  "Rule of Cool" and all that. 

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1 year ago  ::  May 03, 2012 - 12:02PM #14
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,554
Actions don't hit or misses, attacks do. While the action can result in being lost, the attack certainly turn to be a miss. At least that's how i understand it.
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Montréal, Canada
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1 year ago  ::  May 04, 2012 - 2:52AM #15
Zathris
Date Joined: Nov 6, 2009
Posts: 4,237
note to developers of any game: this is why you don't name a rule element after a commonly used term, especially one that is synonymous with "stuff"

I think TWTN has it right. If you miss, does an effect occur? If Yes, stop.

Now, lets argue about whether or not those feats/features can invalidate others of the same sort; ie. if you have hammer rhythm, does reliable warrior no longer apply because something occurs on a miss, or do you determine if the power is applicable based on the power itself? Precedent says
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
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1 year ago  ::  May 04, 2012 - 6:21AM #16
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740

May 2, 2012 -- 12:25PM, ThatWasTotallyNinja wrote:

This is one of those obnoxious things in English, where you can either parse it as
[has no] [effect on a miss] : doesn't include anything that specifically triggers off a miss
OR
[has] [no effect] [on a miss] : when it misses, it doesn't do anything

Personally, I'd say #2 is the more standard usage.




Mellored, when you asked this question in charop the other day about assured healing I was assuming #2 since I think that was RAI.  If you assume #1 assured healing becomes a lot more powerful since many cleric multitarget healing powers have effect lines, but not miss lines.

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1 year ago  ::  May 18, 2012 - 9:33AM #17
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,262
Does assured healing specify Cleric healing powers or just healing powers?
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1 year ago  ::  May 18, 2012 - 9:38AM #18
mellored
Date Joined: Jul 8, 2008
Posts: 19,505

May 18, 2012 -- 9:33AM, Undrhil wrote:

Does assured healing specify Cleric healing powers or just healing powers?


Just healing.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
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