Author Topic: Stuff to FAQ for Daemons?  (Read 2541 times)

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #15 on: March 06, 2013, 09:43:32 PM »
So, it sounds more like an errata for German translation errors than anything else. Not a real FAQ.

Benjamin

  • God
  • *****
  • Posts: 2610
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #16 on: March 06, 2013, 09:47:32 PM »
Summary - Icon of Chaos replace the first paragraph with the following: "If you the melee bestimmst result, you add one Results point to your website, in particular if the melee at least one friendly unit with an Bound icon of chaos. "

That's exactly how I read it.

BrianP

  • Heroic Tier Level 1
  • **
  • Posts: 66
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #17 on: March 06, 2013, 11:49:14 PM »
I'm not really interested in how rules can be misread to generate ridiculous situations.  It's good to remind everyone that GW does not write precise rules using technical language--they often do not even try.  (almost unfortunately, they DO try (usually fail) sometimes, leading to unrealistic expectations in other instances)

I think it's pretty clear that the initiative system bottoms at 1 and caps at 10.  It's not explicitly said , but I nonetheless think it's pretty clear.  A reasonable person could maybe wonder if you can have initiative 0 or less, though.

A reasonable person could not assume that leaves you unable to attack. 
Second time I've noticed it.....you know what agreement sounds like on the internet? 

Silence.

Normally I would ignore jabs like these, but this one actually reminded me of a funny story I once heard: A man was driving in the middle of nowhere down a secluded country road far from any cities. He got a flat tire, and got out to walk for help. After walking for some time, he came to a small stone monastery. He knocked on the door and roused the monks. "I've got a flat tire. Can I use your phone?" He asked.

The monks said they were sorry, but they did not have a phone. "If you stay tonight, you can get a ride on our wagon into town tomorrow," they said. So the man stayed the night, and they put him in a small room in the monastery.

In the middle of the night, the man was awakened suddenly by a noise. Not just any noise, but the loudest, most wonderful, most terrifying, most hair-raising noise ever.

He sat there, his heart beating for a few minutes, and he heard it again!Getting out of bed, he went running in the direction of the noise. It came again, making the hair on the back of his neck rise and his skin crawl. Finally, he came to a large door where the head monk was standing. The door was at least 15 feet tall, and made of solid-looking wood and metal. It had chains and bars and locks and a deadbolt on it, and was the most formidable door the man had ever seen.

"What was that sound?" He asked. "What made it? Is it behind that door?"

The head monk shook his head. "I'm sorry," he said. "I can't tell you; you're not a monk."

As the man turned away, he heard the noise again. "You have to tell me what it is," he begged.

"I'm sorry, I can't tell you, you're not a monk," said the monk.

The man tried to sleep, but couldn't get the noise out of his head. In the morning, as he was getting ready to leave, he heard the sound again. It made his ears ring and his mind whirl. "Please tell me what made that sound," he asked.

But the monks wouldn't. "I'm sorry, you're not a monk" was all they said.

The man left, and eventually got his car fixed and went back to his life. But he couldn't get the sound out of his mind. After a few months, he got in his car and drove and drove until he found the monastery again. He got out of his car and found the head monk. "I can't forget that sound from that night I was here. Please, please please tell me what made that sound." The head monk just shook his head.

"I can't tell you; you're not a monk," he said. "Then tell me how I can become a monk," the man said.

The head monk said "It's very difficult. Are you sure you want to do this?" The man said "I've got to. I have to know what made that sound. "The head monk said, "To join us, you have to perform several tasks. Your first task is to count all of the stars visible in the sky."

The man thought about how hard that would be, but he had to know what made that sound. He sat up every night for a year, counting the stars over and over until he was sure how many stars were visible in the sky. He went to the head monk and told him, and the monk nodded.

"Very good. Your next task is to count all of the grains of sand on the beaches around the world. "The man knew this would be even harder, but he could not get the noise out of his head. He had to know what, what kind of animal, could make that terrible horrible mind-bending sound. So he left on his journeys. He crawled the length and breadth of every beach in the world, counting the grains of sand, and he returned to the monastery years later. The head monk heard his answer and nodded.

"Excellent. You are almost done. Your final task is to climb to the peak of the highest mountain in the world, and see yourself in relation to the rest of creation." And the man knew this would be hard, but he outfitted himself, and he went to the highest mountain in the world, and he climbed to the top, and returned months later, older and wiser and more tired than years before when he had first heard the noise, the noise that would not leave his mind and that echoed in his every waking thought.He returned, and the head monk saw that he was wiser, and said "At last, you are a monk. Come with me."

And they walked through the monastery, its twisting and turning halls, and as they went the man heard the noise again, over and over, and he was no longer sure if it was the noise or merely his memory of it.And finally, finally, he stood in front of the door and the head monk opened it up, and the man saw what had made the noise.

But, I can't tell you what it was. You're not a monk.

Great stuff right? But what's the point of the story? It is much like the logic in your first post... there isn't any.

The initiative system DOES explicitly bottom at one in combat, it IS explicitly said. However, characteristics can be zero, that also is explicitly said. There are also multiple precedents for characteristics being reduced to zero, and when seven of the possible nine characteristics are zero they result in a model being unable to do anything associated with that characteristic. Does I0 result in a model being unable to attack? Damned if I know, but it certainly is not a clear-cut situation.

How about the cases when GW does not want a characteristic to go to zero? Reduce attacks... to a minimum of 1, reduce leadership to a minimum of 2... those are the exceptions to the rule. Why did they need to call out "to a minimum"? Because characteristics can be zero. I would like to think whoever wrote the Daemons codex has played at least a little 40k before and realizes that the vast majority of the armies and units out there are NOT I6 or higher, so if they wanted the negative five initiative modifier to drop things to one they would have included "to a minimum of one", like the other exceptions to the "zero is an acceptable number" rule. They also could have written the ability as "reduce initiative to one" rather than a number higher than nearly all standard initiatives out there - but they did not, leaving the situation ambiguous, which is why it needs a FAQ.

Present some actual evidence why being unable to attack is "unreasonable" and we can actually have a discussion. I would recommend by beginning with how I0 is different from WS0, BS0, S0, T0, W0, A0, or an Armor Save of - (as a zero-level characteristic "is also occasionally represented by a '-' "). Be careful though, I hear GW does not write precise rules using technical language so any attempt to ask "hey, what happens when X?" can result in unwarranted smugness on the internet.  :)
« Last Edit: March 07, 2013, 08:28:02 AM by quiestdeus »

Ian Mulligan

  • God
  • *****
  • Posts: 1730
  • Egotistical Powergamer
    • Mutants and Shit
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #18 on: March 07, 2013, 12:24:48 AM »
New favorite thread.
beep bop boop

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #19 on: March 07, 2013, 09:37:43 AM »
TL; DR

Simon, you are not a reasonable person.

Benjamin

  • God
  • *****
  • Posts: 2610
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #20 on: March 07, 2013, 09:51:05 AM »
I didn't find a rule explicitly and singularly stating the lowest possible Initiative.

But there is this, on Page 22.

"This means that each combat will have ten Initiative steps, starting at Initiative 10 and working down to Initiative 1."

Citing sources and rules helps every discussion... I'm sorry, "argument."

BrianP

  • Heroic Tier Level 1
  • **
  • Posts: 66
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #21 on: March 07, 2013, 11:53:50 AM »
Aye Ben, that's what leads to the entire confusion. As page 22 states combat only allows I10-I1 to participate, but page 3 indicates you can have I0. I0 is below I1, outside of the 10-1 bracket for combat. So does that mean combatants reduced to I0 would not be able to participate? Page 3 also explicitly notes WS0 and A0 means you cannot attack at all, so it is not out of the realm of possibility that I0 means the same thing - it just isn't clear.

The open question is really "what happens at I0?" to which I do not think anyone will find a clear answer until an Errata or FAQ is published - hence adding the question to the list of stuff to FAQ for daemons.

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #22 on: March 07, 2013, 12:07:56 PM »
You are attempting to apply strict logic to rule that are not written in that manner.

Yaaaaaayyyyy, you're wicked good at making bad rules worse.  Good for you.

I do not in any way think the the rules support either initiatives below 1 nor that such a initiative would result in being unable to attack.  Worse, I think it doesn't really matter, cuz the idea is super, wicked clearly not intended.  You should put the whole idea down, and back away slowly.  I do not really care about your reasoning on the matter. 


Just put the question in that official FAQ thread, get a ruling from Sam, and we can be done with it.  I highly doubt he would rule that they become anything other than I 1, but if he does, GREAT.  Anything with l 5 or less (so, nearly everything) will obviously just get rick-rolled by seekers. 

Can your painting service get that slaneesh army to you by the 30th, Simon?  Awesome, good talk. 

keithb

  • Epic Tier Level 24
  • ****
  • Posts: 811
Re: Stuff to FAQ for Daemons?
« Reply #23 on: March 07, 2013, 02:21:15 PM »
You are attempting to apply strict logic to rule that are not written in that manner.

Yaaaaaayyyyy, you're wicked good at making bad rules worse.  Good for you.

I do not in any way think the the rules support either initiatives below 1 nor that such a initiative would result in being unable to attack.  Worse, I think it doesn't really matter, cuz the idea is super, wicked clearly not intended.  You should put the whole idea down, and back away slowly.  I do not really care about your reasoning on the matter. 


Just put the question in that official FAQ thread, get a ruling from Sam, and we can be done with it.  I highly doubt he would rule that they become anything other than I 1, but if he does, GREAT.  Anything with l 5 or less (so, nearly everything) will obviously just get rick-rolled by seekers. 

Can your painting service get that slaneesh army to you by the 30th, Simon?  Awesome, good talk.

You're in a 25 minute timeout.  Stay in your chair and face the corner young man.  If I hear anymore out of you I'll have to call your parents.

keithb

  • Epic Tier Level 24
  • ****
  • Posts: 811
Re: Stuff to FAQ for Daemons?
« Reply #24 on: March 07, 2013, 03:53:21 PM »
Second time I've noticed it.....you know what agreement sounds like on the internet? 

Silence.

Stop being such a piece of shit Matt.  People don't respond to you because you are not worth engaging in discussion half the time*.  You've stated your absolute position that only unreasonable people disagree with you, based on nothing but your opinion of how something should work.  There is a name for people who think that way, a jack-ass.

While I applaud your recent awakening to the notion that GW is terrible at rule-writing and that perhaps dedicated hobbyists who are more invested in the balance of the game rather than selling product might be able to come up with a better rule system, that doesn't mean that you are now the sole arbiter of what the GW rules ACTUALLY SAY.

I think you'd get along with these guys.


*I am being charitable with half the time.

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #25 on: March 07, 2013, 04:33:17 PM »
Ok.....

And here I was, taking your advice and just not saying anything for awhile. 

The truth is I'd be pretty willing to discuss the technicalities of the rule with most people...but not with Simon.  But I also think most people agree on my basic proposition: "The initiative bottoms at 1 because it's obvious that's what happens".  Dissecting the rules like it's programming code is not required .. and never really works anyway.  So I don't think that leaves too many people to debate it with.

I'd really prefer Sam just make a pronouncement and we can skip the debate.  I'll go back to fantasizing about my Tau.

Ian Mulligan

  • God
  • *****
  • Posts: 1730
  • Egotistical Powergamer
    • Mutants and Shit
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #26 on: March 07, 2013, 05:50:12 PM »
Yup. Favoritest.
beep bop boop

andalucien

  • God
  • *****
  • Posts: 1180
Re: Stuff to FAQ for Daemons?
« Reply #27 on: March 07, 2013, 05:56:51 PM »
Sadly, I doubt they will FAQ that the Masque and Blue Scribes should be Heralds. 

(It's kind of funny that this sort of thing would even be considered a Frequently Asked Question rather than an errata.  Only with Games Workshop.  I guess the actual Question would be "They're not heralds?  WTF?"

If they were Heralds, I could see some people (like myself) messing around with the Masque and the Blue Scribes just because they seem like so much fun.   But, if you have to use a precious HQ slot on them (can we all agree that HQ seems both the most interesting and most effective slot in this codex) there's no way these guys will ever leave the sidelines, ever.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Stuff to FAQ for Daemons?
« Reply #28 on: March 07, 2013, 06:24:40 PM »
Well, fluff wise, I thought the lue scribes clearly were not heralds.  They're librarian....things.

And the Masque is powerful enough, I'm glad you can't take her, 3 heralds and a greater demon. 

andalucien

  • God
  • *****
  • Posts: 1180
Re: Stuff to FAQ for Daemons?
« Reply #29 on: March 07, 2013, 06:55:33 PM »
Part of the letdown is that both of those units were heralds (2 to an hq slot) in the last codex.

I don't think the Masque is very good.  She's got toughness 3, 2 wounds, no eternal warrior,  is not an independent character, has a 12" radius on her ability, and costs 75 points.   A drop pod's stormbolter has a decent chance of taking her out.  So with the short range you really have to deep strike her.  It's almost inconceivable that she won't die the turn she comes in, giving her 1 turn to dance.  I guess that could be worth 75 points if you stopped like a Paladin Deathstar from charging for a turn...   but i just can't see anyone saying "yeah I'll run that instead of my Lord of Change/ 4 heralds/ whatever".
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.