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Future Sight

PostPosted: November 8th, 2018, 4:22 pm
by wallydubbs
When under the spell Future Sight a hero gets to reroll any attack, defence and movement dice; however, does it apply to being mentally attacked? If a spell is cast on you while under Future sight, such as Sleep or fear, your mental points determine your resistance, will Future Sight allow a reroll here? It is "mental defence" isn't it?

Also, what if you drink a healing potion? Do you think this might allow you to reroll the number of points you get back?

Re: Future Sight

PostPosted: November 8th, 2018, 8:34 pm
by mitchiemasha
It's up to you but I'd say it's a possible no to Healing potions, no harm in allowing it but it doesn't fall into 'Attack, Defence or Movement'. If it was simply written reroll any roll, then yes.

Re: Future Sight

PostPosted: November 8th, 2018, 9:58 pm
by Stoner81
A mental attack is still an attack so yes it would cover that.

I would say no to the healing potion re-roll since it is not a defence, attack or movement.

|_P |_P |_P

Stoner81.

Re: Future Sight

PostPosted: November 8th, 2018, 10:12 pm
by torilen
I would definitely say no to potions. Those are created and they are as they are...that's it.

Mental attacks - maybe. A character could steel themselves if they know an attack is coming.
If you could see in the future and see a scary monster coming around the corner, you would
have a better chance of not being scared by it when it gets there, right?

Re: Future Sight

PostPosted: November 9th, 2018, 4:39 am
by The Admiral
wallydubbs wrote:When under the spell Future Sight a hero gets to reroll any attack, defence and movement dice; however, does it apply to being mentally attacked? If a spell is cast on you while under Future sight, such as Sleep or fear, your mental points determine your resistance, will Future Sight allow a reroll here? It is "mental defence" isn't it?

Also, what if you drink a healing potion? Do you think this might allow you to reroll the number of points you get back?


Those little spell cards are never going to cover all eventualities, especially when some are poorly written. This is where some interpretation from the EW player is required. What is going on with Future Sight? The Hero is getting an insight into how his opponent will attack him, or defend against him, and what obstacles might hinder his movement. This gives an advantage, but changing things won't necessarily help but probably will. Knowing your mind is about to be attacked would probably help a Hero in being prepared to focus on fending off that attack, so I would say mind defence re-rolls are okay. As to potions? Well a potion is a potion. knowing your bottle contains a weak measure of the healing stuff won't help you to change it's composition. It is what it is. Drinking it in a different way won't change how it works, whereas dodging left instead of right might.

So I would allow re-rolls of mind defence, but not of healing potion rolls.

Re: Future Sight

PostPosted: November 9th, 2018, 7:20 am
by wallydubbs
I totally see where everyone's coming from, and for the most part I tend to agree. Such a scenario has yet yo occur, however despite the same implications one would be allowed a reroll of Potion of Healing with the use of the Elf Spell "Flashback"...

Re: Future Sight

PostPosted: November 9th, 2018, 8:19 am
by The Admiral
wallydubbs wrote:I totally see where everyone's coming from, and for the most part I tend to agree. Such a scenario has yet yo occur, however despite the same implications one would be allowed a reroll of Potion of Healing with the use of the Elf Spell "Flashback"...


The simple rules of this game don't always match with reality. The EW player has to make what calls he thinks are appropriate to the situation.

Re: Future Sight

PostPosted: January 29th, 2019, 11:51 am
by wallydubbs
It also seems that Spells of Detection are rather weak in regards to other spells. This is generally due to the fact that they originated on the European circuit.

Courage and Rock Skin only last for one turn in Europe; but the North American cards are conditional, allowing these spells to last longer, much like the Elven spell "Double Image." I find Spells of Darkness pretty well balanced by American standards; however Spells of Detection seem to need some work.

Does anyone else think Future Sight, through North American adoption at least, should last longer; probably until there are no more monsters in the hero's line of sight?
I also suggested under Clairvoyance, that when used the spell caster will also be able to "see" traps and secret doors when the contents of the board are laid out.

Re: Future Sight

PostPosted: January 29th, 2019, 1:36 pm
by Maurice76
wallydubbs wrote:Does anyone else think Future Sight, through North American adoption at least, should last longer; probably until there are no more monsters in the hero's line of sight?
I also suggested under Clairvoyance, that when used the spell caster will also be able to "see" traps and secret doors when the contents of the board are laid out.


If you want to make it last longer, I would opt for a different version of a timer: "At the start of your turn, roll :skull: . If you roll :blackshield: , the effect ends", or something similar.

Re: Future Sight

PostPosted: January 29th, 2019, 5:12 pm
by lestodante
wallydubbs wrote:Courage and Rock Skin only last for one turn in Europe; but the North American cards are conditional, allowing these spells to last longer, much like the Elven spell "Double Image." I find Spells of Darkness pretty well balanced by American standards;


That's not correct. In 1989 first release they last only 1 turn. But on the 2nd release (1990) they edited many cards, so Courage last until you can see monsters and Rock Skin until the hero suffers a damage. NA version use the same descriptions of the second EUR version wich is (of course) much better than the previous one.