BBRC Hot List - 2003
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- Da Tulip Champ II
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@noodle: read again ...
they dropped the "must block" part.
they dropped the "must block" part.
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- Mike_Black
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Don't know but why didn't you copy the treeman negtrait text from
"Revising the Treeman":
viewtopic.php?t=3642
to the BBRC_HotList2003 ?
I think the allowed actions and the pushback-result against a "take root" treeman should be mentioned.
"Revising the Treeman":
viewtopic.php?t=3642
to the BBRC_HotList2003 ?
I think the allowed actions and the pushback-result against a "take root" treeman should be mentioned.
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- GalakStarscraper
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The revised desciption on the Hot List says everything that link did without being too wordy. With the BBRC, the number of words in something can kill it.Mike_Black wrote:Don't know but why didn't you copy the treeman negtrait text from
"Revising the Treeman":
viewtopic.php?t=3642
to the BBRC_HotList2003 ?
I think the allowed actions and the pushback-result against a "take root" treeman should be mentioned.
Galak
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actually i agree with you, I was calling it as i see it written, that you must take the block. if the WA had the sense to be able to dodge away then he wouldn't really be a WA would he. Plus what would stop you blitzing someone else. My 2pGalakStarscraper wrote: that's one of the items already on the Hot List. And the reason its there is because some people (like me) ... don't agree with the ruling that you suggested above. I would say you can declare a blitz ... dodge away ... and then come back to block the player. Nothing in the rule said it had to be immediate, just that you need to block him and you did. If you have stand firm and fail the dodge, you wasted your blitz action for the turn.
Galak
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GalakStarscraper wrote:The fact that I get to call an IP as soon as you try it.McDeth wrote:Plus what would stop you blitzing someone else. My 2p
Galak


Taking it a stage further you could dodge away from a potential 2 dice defenders choice block then blitz back in on the same player from another angle, cancelling defensive assists and get a 2 die block your choice.
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Its not an IP. The only thing WA can IP for is failing to take their action 1st. They have to block/blitz just the same as you have to make a dodge roll.GalakStarscraper wrote:The fact that I get to call an IP as soon as you try it.McDeth wrote:Plus what would stop you blitzing someone else. My 2p
Galak
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- Old Man Draco
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In a thread the text in the LRB on page 33 Poisoned dagger came up. The text does not say if you can use the dagger again after the poison is wiped of. Could you please add a bit of text to make clear that after the first use you can still use the dagger the same way, but the injurie roll is applied as normal (iow 1-7 leave the player prone on the field). 
viewtopic.php?t=7562

viewtopic.php?t=7562
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- GalakStarscraper
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Sorry Draco, I won't add this one to the Hot List.
The LRB is so clear on this that only the worst nitpick would argue that the dagger is a one use weapon.
The text on this one is very clear.
The key part here is this: the dagger causes injuries as normal
How could it cause injuries as normal unless it could be used in its unpoisoned state?
Nope, one of my jobs running the Hot List is to make sure that stuff that just requires a more careful read of the LRB doesn't make it on the list. This is one of those items.
Galak
The LRB is so clear on this that only the worst nitpick would argue that the dagger is a one use weapon.
The text on this one is very clear.
Code: Select all
Once the dagger has been used to successfully stab a victim (ie, they failed their Armour roll), then the poison is wiped off and the dagger causes injuries as normal until after a touchdown is scored or the half ends.
How could it cause injuries as normal unless it could be used in its unpoisoned state?
Nope, one of my jobs running the Hot List is to make sure that stuff that just requires a more careful read of the LRB doesn't make it on the list. This is one of those items.
Galak
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I just browsed the revamped hot list, but I remember that at an earlier draft the question about the usefulness of the jump up trait was asked. Has it been removed? Why? Jump up still seems to be quite weak for a trait (what about standing jump up players up at the end of your opponents turns). The same question is valid for the "weak" mutations like two heads and extra arms. They seem to have been removed from the list as well...
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