Arkanion - A RPG Campaign

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  • edited October 2023
    The Spirit tokens can't block Rarg because of Gladewalker's Shroud. Also, just to make sure, you do understand that there are currently no legal targets other than the Paladin for the shield's ability, yes?
  • LvBLvB
    edited October 2023
    Had to look up what exactly gladewalkers shroud does. Would be easier if you linked the spells you cast. You can scale em down, so the cards dont take that much space in this thread. With a width of 215 you can post 3 cards beside each other.

    The shield itself doesnt target when the "chose" ability is used, but the damage redirection to another target does.

    As the Dwarfen Paladin realizes that his Dwarfen Paladin Spirits would be of no use to defend him, he casts this while grumbling: "I'm sorry, but you have to give your lifes again, my brothers."
    Meanwhile Rarg just rushes through the 2/2 Paladin Spirits and the 0/2 Defenders that spawn cant stop his onslaught. Rarg hits the Dwarfen Paladin. But as he smashes his Wartorch against the Paladins Shield the damage is redirected by the Paladins shield to one of the 0/2 Defender Tokens who dies. And then the Paladin hits back and hits Rarg for 7 damage.
  • edited October 2023
    I've repeatedly posted a link to a public gallery of all cards I've made for Arkanion. One reason for doing so is to avoid taking up excess space from inserting reminders every time Duucxejial takes an action, particularly since he rarely uses more than one of his abilities and two of his spells at this point. Allow me to link you to it again: ARK set.
  • @LvB
    Wenkman counters Ethernal Duty

    Wenkman gains 5 mana back. 10 mana left.
  • LvBLvB
    edited October 2023
    Then Rarg hits the Paladin for 12 first strike damage. The Paladin is down to 0, drops his hammer and shield, but then tough as stone triggers and in a second wind he hits Rarg for 4 damage then.

    "Rargs powerful strike send the Dwarf flying against the wall. The impact was so hard that he dropped his weapons. But not beaten yet, he struck back at Rarg and hit him too."
  • edited October 2023
    Duucxejial currently has no intention to act proactively between now and the end of all the combat steps Rarg generates.

    Edit: Since Duucxejial probably won't be doing much this turn, he'd like to take the opportunity to pick up the paladin's dropped weaponry.
  • Rarg will continue attacking.
  • LvBLvB
    edited October 2023
    Before Rarg can declare his attack the Dwarfen Paladin casts this on himself.
    The Old Dwarf is suddenly surrounded by a bubble like sphere of divine energy that shields him from the world outside. But as the world outside that bubble cannot interact with him anymore, so cant he with anything outside that sphere, while it is active.
  • That…currently accomplishes nothing defensively because Warleader’s Torch stops damage prevention. See 702.16j:
    • 702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.
  • LvBLvB
    edited October 2023
    That is true, about damage, but "protection from everything" also protects against other players and thats the important thing here. You simply cant attack him since the adventurers are treated like players and the boss monster ability makes the paladin a player as well. The paladin cant be targeted as a target for your attack.

    Edit: With characters being players and boss monsters being players too, makes this is a special case where the normal rules dont really work, so thats one of the cases where we must find a solution or workaround that works in this RPG.

    Usually you cant attack creatures directly, thats were the problem starts. The Arkanion workaround was: Creatures are treated like players and can be attacked like players. And there we already are outside of magic rulings.
    Now the thing is: If protection usually prevents creatures from blocking creatures with protection, why is there no ruling that you cant attack a creature that has protection? Quite obvious, because normally you cant attack creatures.
    The Arkanion-RPG analogy would be "creatures with protection cant be blocked AND cant be attacked".
  • edited October 2023
    Protection from players provides no such benefit. See 702.16k:
    • 702.16k “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.
    (If it did provide such a benefit, it would be noted both here and in 702.16j. In general, notice how the popular mnemonic for protection’s coverage—DEBT, for Damaged, Enchanted/Equipped, Blocked, Targeted—does not included any form of Attacked.)
  • LvBLvB
    edited October 2023
    But lets not discuss about rules and quote stuff, when there is a much simpler solution. Since this RPG should be fun for everyone, lets just vote how we handle this situation:

    New Quest: Democratic Tendencies!
    A. - Rarg can attack the Dwarfen Paladin
    B. - Rarg can not attack the Dwarfen Paladin.
  • @LvB
    So you know, if Rarg cannot attack Paladin because he has protection from everything then that WILL applies for us. This way could get out of hand, so;

    I vote A. Wenkman will counter Divine Protection anyway.
  • There is no contradiction or other issue that arises from applying the rules for protection to creatures the way they function in Arkanion, as there are existing cases where creatures can be attacked. For example, if any Gideon except the one from WAR becomes a creature while it isn’t your turn, he’s a creature that can be attacked. As there are no rulings regarding protection in these sorts of situations (or any other existing keyword for that matter), it makes no sense to suddenly declare that protection also prevents something from being attacked here, and hence I vote for A (Rarg can attack the paladin).

    @FireOfGolden Wenkman can’t counter Divine Protection because he’s tapped after countering Eternal Duty, right?
  • Wait, the turn haven't ended yet? My bad then.
  • From the other room, Raulus votes A, then reappears in the main room as a mist dragon flying high out of reach of the paladin and his spirits. (Raulus cast Misty Disguise, targeting himself.)
    Life: 5/4.
    Mana: 4/12.
  • I will vote for A, just because of this things:
    • 702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.
    And


  • If even Warleader's Torch weren't a thing, Rarg would be still able attack the "player", even protected from that creature. In your case, when Rarg deals combat damage to Paladin, that damage is prevented. With Warleader's Torch, it breaks through the protection.
  • As three voted for A democracy is once more victorious.

    Although surrounded by his bubble, before the Dwarfen Paladin can do anything else, Rarg rushes another time towards him and hits him hard with the torch. But this time the Paladin doesnt stand up. Bleeding , burnt and with some broken bones he's laying on the ground, coughing blood.

    The Dwarfen Paladin is now in a downstate and fighting for survival. Any more damage dealt to him will kill him.
  • "If we take him a hostage, more dwarves coming will hesitate and will not attack us while we hold his life."
  • edited October 2023
    Raulus turns to the paladin "If you dwarves hadn't been so unreasonable and racist, you'd never have to be defeated by four monstrous beasts." Then chains him to the wall with dungeon roots, gagging him, with soul-eating Morganti blade point at his throat. (Because of Minor Morganti Broadsword's text, if Raulus decides to stab, the dwarfen paladin will be beyond resurrection and Raulus will gain 1 temporary hit point.)
  • edited October 2023
    The Paladin can probably heal himself and cause more problems if we leave him alive. There's also the matter of us getting out of here before reinforcements show up. Rarg still has another combat step from Second Strike, so shall we end the paladin while we've still got the momentum?

    Also, Duucxejial is still trying to pick up the equipment the paladin dropped.
  • @cadstar369
    We can cause him to be confused by whisper as he is no in condition to fight back.
  • Raulus ends the matter by slaying the paladin, exiling him from the game and leaving Raulus at 6/5 health.

    And Raulus will also try to nab some of the paladin's loot.
  • LvBLvB
    edited October 2023
    Dont forget, the three Spirits are still there. You are not out of combat yet.
    Its the adventurers turn. And if you want to kill the Paladin, attack him or use a spell. But since you decided that only Rarg attacks and the rest decided not to attack, only Rarg can attack the Paladin with his last remaining attack.
    No RP-killing or RP-looting while you are in combat.
  • Welp,
    "You don't worry about Paladin, I will myself kill him before he can do anything." Wenkman casts Magic's Lift on himself then attacks Paladin.

    As spirits are not flying, they cannot block Wenkman.
  • LvBLvB
    edited October 2023
    Wenkman is tapped from countering Eternal Duty and he already decided not to attack. He cant attack.

    The regular attack phase is over. In that phase only Rarg wanted to attack and the rest decided not to. Then Rarg got an extra attack phase cause of his enchantment he cast and then he got another one because of the torch.
  • edited October 2023
    Raulus has first strike, so he can finish off the paladin during Second Strike's extra combat step (assuming Rarg doesn't want to as well). If the Spirit tokens are truly a concern, Duucxejial can cast Shrouding Dragonflame twice and away they go if they try to attack.

    That said, can we not spend actions during our second main phase to pick up items? Also, why do Rarg's extra combat effects prevent us from attacking during them if we didn't attack during the first combat? I don't see anything to that effect on either of them.
  • ... Right. This turn haven't ended yet. I guess, who want to fly magically?
  • edited October 2023
    @FireOfGolden none of us can be blocked right now anyway between Duucxejial's Gladewalker's Shrouds and Raulus's Misty Disguise, so we don't need to add flying to that at the moment.
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