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Post by awall on Aug 1, 2008 12:40:45 GMT -5
I still think the easiest way to do it is to only check every 10 normal turns. This way:
1) Haste and time stop no longer steal turns from your opponent. 2) Both players remain in sync with each other; if one player Time Stops, on turn 6, then we know that the first check is for turns 1-11, the next is for 12-21, 22-31, etc... If we did it by the actual number of turns you take, then we'd have to remember that I check for turns 1-11, 12-21, etc., but you do for 1-10, 11-20, etc. and that seems like a much bigger hassle.
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Post by Dubber on Aug 1, 2008 14:38:02 GMT -5
Sorry I was unclear -- if you are not the Hastened player, you'll only have 6 7 "turns" (12 14 gestures) to make the required 7 gestures.
If Haste is cast on turn 11, the hastened player has turns 11-20 to do the 7 getsures & the unhastened player only has 11, 13, 15, 17, 18, 19, 20 available.
For this reason players would want to cast Haste at self and prevent potential Haste by their opponents.
PS 7 turns (14 gestures) - sorry I can't count
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Post by Dubber on Aug 1, 2008 14:41:19 GMT -5
spamwise You are correct, this is a bother, and that makes my rule quite ugly. However, in my opinion, this is better then turning one spell (haste) into a 'game win' condition. I don't see how Haste becomes game winning... Properly played against, the non-Hastened player should only have the usual disadvantages *plus* a poorly planned Haste could actually lose the caster the game if hit with a well timed DPP or FFF
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