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- December 10, 2015 at 6:22 pm #152077AnonymousInactive
Hi all.
I am looking for an official ruling on how push works. It’s fairly vague in the rules.
“These effects Push a character’s Clock, which means that the character advances his Clock by a given amount without acting.”
In an example where a character has five ticks left before the next action and he is pushed by two, does that mean
1. There is a two tick “push” added before the character continues counting down the five ticks toward the next action.
2. There is a two tick “push” added after the character continues counting down the five ticks toward the next action.
3 The two tick push and the five ticks toward the next action are added together and the entire seven ticks are considered to be under a two tick push.
As far as I can tell, two and three would have the same effects in combat, but I may be missing something. I believe that number three is the most common ruling, but all three fit the definition for push and they have slightly different consequences for how they would affect combat.
Thanking you in advance for the clarification,
David Bauder
Cauter Val VirdanDecember 10, 2015 at 7:11 pm #270469AnonymousInactive#3 is how I’ve always run it and always seen it run.
December 10, 2015 at 7:20 pm #270470AnonymousInactivePush always happens first. You are being forcibly delayed, but if you were going to string an arrow and we’re pushed 3, you could actually act after 3 ticks and aren’t delayed 5 as you could choose not to (or stop) stringing the arrow
December 10, 2015 at 10:33 pm #270471AnonymousInactive#3 is closest, but it can get really complicated to explain when Strain and Recovery get added it.
eg.
1. Cast a spell (Spd:1, Strain 5)
2. Mighty Swing (spd: 5, Recovery 2); strain starts reducing
4. hit by PUSH 2 (strain continues to reduce as previously acted)
6. Strain gone
7. Push 2 starts to count (note that prior to this point, a larger Push could also have been applied from another attack/source; and potentially still can until the Push is finished)
9. Push gone; can now act (cast another spell); Recovery starts to reduce.
11. Recovery gone.As you can see, the timing of a Push can also be optimized by inflicting it after the target casts a spell or uses a manoeuvre. If they use a basic attack (to tick down strain/recovery), it can be worth using a basic attack yourself and saving the Push attack to ruin their combinations.
It is also why Quickdraw and Rapid Shot can be so useful. Being able to combine actions can minimize these negative effects. On some occasions is can be worth *not* using these talents to get the strain/recovery triggered and counting down.
December 10, 2015 at 10:38 pm #270473AnonymousInactiveI am VERY sure that Push pushes EVERYTHING, including strain and recovery. As far as I have always read, Push happens first, THEN you deal with everything.
Matt?
December 10, 2015 at 10:58 pm #270474AnonymousInactivePush
Certain actions can force a delay in a character’s actions.
This delay is known as a Push; simply advance the subject’s Clock by a number of Ticks equal to the duration of the Push. A character can only be subject to one Push effect at a time, though the longest such period will always apply.Recovery
Martial Combat Maneuvers often have a Recovery rating. Recovery is a duration of Ticks in which the character may not make a Combat Maneuver. Once the Master Clock matches the character’s Clock, each Tick that passes reduces that character’s Recovery by 1.Strain
Once the Master Clock matches the character’s Clock, each Tick that passes without the character casting a spell reduces that character’s Strain by 1.PC clock and Master Clock are tested separately. Once they match, nothing can stop Recovery/Strain from draining away, regardless of Push (or even being Vanquished afterwards!)
December 11, 2015 at 4:39 am #270484AnonymousInactiveInteresting. I’ve always run it as described by Cody, but if Southernskies’ quotes are accurate (my books aren’t handy), he could be correct. An official clarification would be great.
December 14, 2015 at 3:51 pm #270514AnonymousInactiveI guess I’ve been doing it wrong. I’ll have to check with everyone else I play with how they do it.
Using the OP I’ve been doing #1.
After the 2 tick Push I’m back to the 5 ticks normal with no Push. I figured that was right because I have the ability to Push myself (Counter Spell talent and Arcane Shield spell)
If #3 is correct then I can’t use those abilities until all 7 ticks have been completed.December 14, 2015 at 10:28 pm #270518AnonymousInactiveYou are under a Push until your Next Action clock matches the Master Clock.
For most actions, this makes #3 correct. (So, you can’t use Counter Spell and then Arcane Shield; the first Push shuts you down). Another reason a battlefield control Martial is invaluable with the right timing.
December 15, 2015 at 2:57 am #270533AnonymousInactiveCody is correct. Push pushes everything. (you are considered under Push until your next Tick on the clock). If you had it otherwise, if you suffered “Push 2” and adjust your clock, thern those 2 Ticks expire, you could again suffer Push (effectively keeping you locked out of a combat).
December 18, 2015 at 4:47 am #270609AnonymousInactiveThis is exactly why I posted this thread. There are many opinions out there, and no real consensus. You could go to 3 different tables and have three different rulings, and by the wording in the book, all could be correct. That is why I am looking for an official ruling here. If Matt has the PCI standing to say, “This Is SO!”, I am totally cool with that. But as far as I know, for a rules interpretation question, I need Pedro or Henry to stamp it.
December 18, 2015 at 5:35 am #270610drafitParticipantHello Dave,
If Matt has the PCI standing to say, “This Is SO!”, I am totally cool with that. But as far as I know, for a rules interpretation question, I need Pedro or Henry to stamp it.
Matt does have the say so and is the current rules “guru” at this time.
So, inasfar as Rules go, Matt speaks with PCI backing and approval.
Thank you.
December 18, 2015 at 7:31 am #270611AnonymousInactiveThat’s FANTASTIC. Thanks Henry, and you rock Matt.
OK, using Southernskies’ example, can you walk me through what happens tick by tick?
1. Cast a spell (Spd:1, Strain 5)
2. Mighty Swing (spd: 5, Recovery 2); Strain at 5
3. Strain at 4
4. Hit by PUSH 2; Strain at ?
5.
6.
7.
8.
9.
10.
11.
12.Thanks for taking time to clear up this issue for the campaign and for dispelling confusion. That’s why I love you guys.
December 31, 2015 at 4:24 am #270696AnonymousInactiveCody is correct. Push pushes everything. (you are considered under Push until your next Tick on the clock). If you had it otherwise, if you suffered “Push 2” and adjust your clock, then those 2 Ticks expire, you could again suffer Push (effectively keeping you locked out of a combat).
Got it. And we spent some time talking about it, so let’s see if I can repeat it back with different words but still correctly.
When you get pushed, EVERYTHING on your clock gets delayed by the amount of the push. This includes the time until your next action, the time when any strain or recovery from the last action starts resolving, AND the number of ticks it takes for any strain or recovery to resolve, even if it is from actions that have cleared on your clock. You are considered to be under a push (for the purposes of getting pushed again or when you can once again voluntarily push yourself) until the next tick you can act.
Have I got that right?
December 31, 2015 at 3:38 pm #270698AnonymousInactiveI don’t see why suffering Push should effectively increase your amount of Strain or Recovery that is already counting down. On the other hand, it’s unlikely to make a difference unless the amount of Push is greater than any non-zero Strain/Recovery you would have had on your next action.
So, to go with an example:
1) character’s previous action gave him 3 Strain and 5 Recovery on tick 1 – does a basic action (next up on tick 5) so Strain and Recovery are counting down
3) character gets Pushed 3
8) next action after PushWhen is the 3 Strain gone? On tick 4 or tick 7?
When is the 5 Recovery gone? On tick 6 or tick 9?My view is that they should be gone on the earlier ticks as there is nothing in the rules that says anything about increasing Strain or Recovery on a Push.
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