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View Full Version : The Great Missile Deflect Debate...pt 2



Enforcer84
May 7th, '07, 09:12 PM
Okay so your answer from the "Please Settle This" Post resulted in this post.


The scariest part of Steve's ruling is that it takes away the speed advantage as well because the potential to deflect stays in effect until the start of your next phase. Imagine if the 35 dex character has a 7 speed and the 1 dex has a 6:

Phase 12: 35 dex shoots, 1 dex deflects.
Phase 2: 35 dex shoots, 1 dex deflects and shoots back.
Phase 4: 35 dex shoots, 1 dex deflects.
Phase 6: 35 dex shoots, 1 dex deflects and shoots back.
Phase 7: 35 dex shoots, 1 dex aborts to his deflect.
Phase 8: 1 dex aborted.
Phase 9: 35 dex shoots, 1 dex deflects from his abort.
Phase 10: 1 dex shoots.
Phase 11: 35 dex shoot, 1 dex aborts to his deflect.
Phase 12: 35 dex shoots, 1 dex deflects from his abort.

This ruling changes everything.

Does this make sense to you?
Personally, I don't think Phase nine works that way. Since our Dex 1 fellow aborted phase 8 he shouldn't get to carry the missile deflection all the way to phase 10. Just to phase 8, or am I wrong on this?

Steve Long
May 8th, '07, 03:26 AM
You're incorrect. As noted on 5ER 383, the modifiers from a Combat Maneuver remain from when the Maneuver's performed until the character's next Phase. If a character Aborts his Phase, he's taking his Phase "early," so it doesn't occur in the Segment when it normally would. The modifiers he gets from Aborting last until his next Phase after that, or until he Aborts to do something else or some other circumstance changes the situation. For example, if a SPD 3 character is in Segment 2 and Aborts his Phase in Segment 4 to Dodge, the +3 DCV from Dodge lasts until his next Phase, which is in Segment 8.