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Fury and Might
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Author:  archmage45 [ Thu Apr 15, 2010 4:03 pm ]
Post subject:  Fury and Might

It came up in a game last night, and we weren't really sure how it should work. A goblin captain under the effect of Fury gets wounded and rolls his save. Can he use his might to change that roll?

Author:  whafrog [ Thu Apr 15, 2010 4:06 pm ]
Post subject: 

I don't know why not. Might can be used to modify just about any roll a hero makes.

Author:  archmage45 [ Thu Apr 15, 2010 4:09 pm ]
Post subject: 

That's what I thought, but my opponent wasn't sure, since the fury was cast by the shaman... his thought was since the shaman cast the spell, he's the one who can use might to influence the roll. It's funny that he was the one who's shaman cast the spell, and he was arguing that his captain couldn't use his might!

Author:  whafrog [ Thu Apr 15, 2010 4:15 pm ]
Post subject: 

archmage45 wrote:
That's what I thought, but my opponent wasn't sure, since the fury was cast by the shaman...


But the captain is doing the rolling...

Quote:
It's funny that he was the one who's shaman cast the spell, and he was arguing that his captain couldn't use his might!


Be thankful you have a fair-minded opponent :)

Author:  archmage45 [ Thu Apr 15, 2010 4:23 pm ]
Post subject: 

He's been my opponent the last 2 weeks, and he's great. Graceful winner and loser. Like me, he seems pretty happy just to be able to get a game in.

Author:  imrail [ Thu Apr 15, 2010 5:33 pm ]
Post subject: 

I'd say the Shaman casts the spell, but the Goblin captain is under the fury spell, and therefore it is the captain that must ignore it's wounds.
So, he can use his might to alter the dice rolls.

Author:  General Elessar [ Thu Apr 15, 2010 6:29 pm ]
Post subject: 

imrail wrote:
I'd say the Shaman casts the spell, but the Goblin captain is under the fury spell, and therefore it is the captain that must ignore it's wounds.
So, he can use his might to alter the dice rolls.


I'd agree with that.

Author:  emperor_thompson [ Fri Apr 16, 2010 6:51 am ]
Post subject: 

I believe the wording of the rule is something along the lines of a fate roll which is passed on a 6, instead of a 4+, which would seem to me to mean that the captain cound use might on it just as he could his ordinary fate. Don't have the book with me at the moment, so you may want to check this yourself.

Author:  imrail [ Fri Apr 16, 2010 8:42 am ]
Post subject: 

emperor_thompson wrote:
I believe the wording of the rule is something along the lines of a fate roll which is passed on a 6, instead of a 4+, which would seem to me to mean that the captain cound use might on it just as he could his ordinary fate. Don't have the book with me at the moment, so you may want to check this yourself.


Yeah, it's a fate roll , that is passed on a 6+, for every friendly model within range.

Author:  SamtheInsane [ Fri Apr 23, 2010 4:09 am ]
Post subject: 

imrail wrote:
emperor_thompson wrote:
I believe the wording of the rule is something along the lines of a fate roll which is passed on a 6, instead of a 4+, which would seem to me to mean that the captain cound use might on it just as he could his ordinary fate. Don't have the book with me at the moment, so you may want to check this yourself.


Yeah, it's a fate roll , that is passed on a 6+, for every friendly model within range.


So could said Captain still use his normal Fate rules?

Author:  imrail [ Fri Apr 23, 2010 10:41 am ]
Post subject: 

Yeah, the captain can use his normal fate points if he wants.
But I suggest you use the fury roll first and if he didn't make that roll, roll for his normal fate.

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