

enthar wrote:I choose to believe that the limited exception of movement for Turnamancy comment leads credence to my theory that the King World spell only refreshed movement points, not a full turn refresh. Which would make King World significantly less powerful.


splintermute wrote:enthar wrote:I choose to believe that the limited exception of movement for Turnamancy comment leads credence to my theory that the King World spell only refreshed movement points, not a full turn refresh. Which would make King World significantly less powerful.
It didn't just refresh movement points, it set GK's move to 0, making it much more powerful than you're thinking.


Balance wrote:As to things freezing at the hex boundary, we know that notes can be passed hex to hex, off turn. So it may be that the hex boundary just sets the kinetic energy to zero, but then you could tug the arrow (or note) through to the other side if you felt like it. Careful doing that with things that have serious /potential/ energy. Like a big rock sitting on the 'roof' of a city zone above your archers. Or dragon corpse.

splintermute wrote:enthar wrote:I choose to believe that the limited exception of movement for Turnamancy comment leads credence to my theory that the King World spell only refreshed movement points, not a full turn refresh. Which would make King World significantly less powerful.
It didn't just refresh movement points, it set GK's move to 0, making it much more powerful than you're thinking.

raphfrk wrote:Maybe it isn't a KE thing exactly. It might be possible to pull things that are at the zone boundary, but not push them through.
This would also cover mounts. They pull their riders through the boundary.
Passing a note works because the person at the other side wants it to cross. This would allow Jetstone troops to pull corpses into their side. However, they would need to climb up to do up, so they might not be able to reach the boundary.





effataigus wrote:I think I would have second thoughts about the Titan's glorious plans for me if they called for covering myself in bubblegum and sharing a cramped battlecrap foxhole.


gazes_also wrote:Yay it's back
So a few points have been cleared up. Ranged weapons cannot pass through hex or zone boundaries off-turn.
This raises the possibility of creating a barrier of blow pop, battlecrap, arrows, whatever, to block the JS attack.
What is NOT answered is whether croaked bodies will fall through - the title suggests they may.
This would mean that physics in Erfworld is intention-dependent. If you shoot at someone off-turn then the projectile will be blocked, but if you drop something with no malicious intent then it will fall to the ground.

splintermute wrote:Sixty wrote:So they can counter attack with dwagon breath attacks across the border if attacked then? I wonder if they have to be hit for it to count as being attacked or just having an enemy arrow/other projectile enter their hex.
No, he specifically said breath attacks are blocked at the hex/zone border, presumably regardless of whether they're being attacked. The only attacks that can cross borders are on-turn archers and city ballistic weapons (and zombie-canos!).


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