Re: The Book of The Top (Public Playtesting Phase)
I did a quick search of "minimum of" in the sortable index and got this list of relevant abilities. All of them are reducing the relevant stat(s) to a "minimum of 1":
I believe those are the only two powers that subtract from Range, and both call out a minimum of 1. That's probably a good policy to stick with (i.e. we shouldn't make a range subtraction power that doesn't have a minimum unless we really want to be able to completely null a figure's ability to attack).
Aside from that, I think the ruling should probably be that if the subtractions could reduce a stat to zero, while one (but not all) power reduces to a minimum of 1, the stat is reduced to zero. The logic is that the player who controls the power can choose to apply the relevant powers in whatever order they choose. If different players control the relevant powers and they can't agree on the order (possible in a free for all), you dice off to decide the order. (Probably best to limit the dice off to once per turn to prevent tedious/weird interactions.)
Example possible R&C:
Q: If I attack a 3-defense figure next to Darkseid with Wolverine, does Imposing Presence help reduce the defense to 0, or does it stop at 1 defense?
A: The controlling player decides the order the powers are applied. If the same player controls Wolverine and Darkseid, then they can apply Imposing Presence first to reduce defense to 2, then apply Adamantium Claws to reduce defense to 0.
Q: What if different players control the defense-reducing powers?
A: The players dice off to decide which power is applied first that turn. So the first time Wolverine attacked that figure that turn, the two players would roll d20s. If Darkseid's power is applied first the figure's defense would be 0; if Wolverine's power is applied first the figure's defense is 1. That order remains in effect until the end of that player turn; you dice off again the next player turn.
I did a quick search of "minimum of" in the sortable index and got this list of relevant abilities. All of them are reducing the relevant stat(s) to a "minimum of 1":
- DarkSeid/Iron Monger Imposing Presence (A,D)
- Mister Freeze Freeze Ray/Ice Freeze Blast (M,D)
- Mole Man Swarm Distraction (D)
- Saturn Girl Mental Walls (A)
- Wonder Man Celebrity Status (D)
- Ant Man Small But Mighty (A)
- Count Vertigo Nullify (R)
- Dazzler Dazzled (MRAD)
I believe those are the only two powers that subtract from Range, and both call out a minimum of 1. That's probably a good policy to stick with (i.e. we shouldn't make a range subtraction power that doesn't have a minimum unless we really want to be able to completely null a figure's ability to attack).
Aside from that, I think the ruling should probably be that if the subtractions could reduce a stat to zero, while one (but not all) power reduces to a minimum of 1, the stat is reduced to zero. The logic is that the player who controls the power can choose to apply the relevant powers in whatever order they choose. If different players control the relevant powers and they can't agree on the order (possible in a free for all), you dice off to decide the order. (Probably best to limit the dice off to once per turn to prevent tedious/weird interactions.)
Example possible R&C:
Q: If I attack a 3-defense figure next to Darkseid with Wolverine, does Imposing Presence help reduce the defense to 0, or does it stop at 1 defense?
A: The controlling player decides the order the powers are applied. If the same player controls Wolverine and Darkseid, then they can apply Imposing Presence first to reduce defense to 2, then apply Adamantium Claws to reduce defense to 0.
Q: What if different players control the defense-reducing powers?
A: The players dice off to decide which power is applied first that turn. So the first time Wolverine attacked that figure that turn, the two players would roll d20s. If Darkseid's power is applied first the figure's defense would be 0; if Wolverine's power is applied first the figure's defense is 1. That order remains in effect until the end of that player turn; you dice off again the next player turn.
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