DDM Rule Clarifications
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Goal of this document Definitively answer all rule questions in DDM. This single document combined with the rules should allow all players to play on a fair and even playing field.
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Creature, Item, or ConceptSpecific PowerRulingRelevant TextText update needed?Date
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Guyeffs Cacophony (Item)Confusion in the RanksGuyeffs Cacophony only impacts targets of effects that follow line of sight rules, like creatures and areas of the battle map. Champion powers dealing with players directly aren't affected, since line of sight rules don't apply (i.e. you never draw line of sight to a player, only creatures). For champion powers that directly affect attacks, the Champion must have line of sight to the creature making the attack at the time the attack is being made. The champion does not need line of sight to the targets of the attack. Several examples are below.

The following Champion Power isn't hindered by Guyeffs Cacophony:
Use before rolling initiative: You automatically win the next initiative roll.

The champion only needs line of sight to the "target of the effect," not the trigger. For example, Dispater, Iron Duke of Hell's champion power:
Use when a Devil ally becomes bloodied: Each enemy within 3 squares of that ally takes 10 psychic damage.

Dispater would need line of sight to "each enemy within 3 squares," and not the Devil ally that became bloodied.

The following champion power targets an attack, so the champion must be able to see the creature making the attack:
Use when an ally misses with a {r} attack. Reroll that attack.

This champion power both targets an attack and the creature that was hit:
Use when an enemy is hit by a {m} attack: +10 fire Damage on that attack AND push target 1 square from attacker.

For the "+10 fire damage" effect, the champion must be able to see the creature making the attack (since it effects the attack). For the "push target 1 square" effect, the champion must be able to see the creature being pushed.
Confusion in the Ranks: Use at the start of any round. Until end of battle, Champions [sic] powers require line of sight from the Champion to the target of their effect. Creatures beyond line of sight of the Champion are unaffected by the power.Yes, typo.
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Wild Elf WarsingerWar SongTo get the benefit of War Song, the Wild Elf Warsinger must be able to see the creature when the charge starts, and that is all.War Song: An ally that charges within sight of this creature deals +10 {m} Damage on that charge.Yes
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Graycloak RangerStrength in Numbers 1If you have 2 copies of Graycloak Ranger in your warband (which has the ability Strength in Numbers 1: Increase your warband's creature limit by 1), your total creature limit is only +1, because players can't be effected by duplicate powers, so they don't stack.Strength in Numbers 1: Increase your warband's creature limit by 1
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Graycloak Ranger, Snig, Worg RiderStrength in Numbers 1, Strength in Numbers 2If you have one Graycloak Ranger (Strength in Numbers 1) and one Snig, Worg Rider (Strength in Numbers 2) in the same warband somehow, your creature creature limit is +3, since "Strength in Numbers 1" is different from "Strength in Numbers 2".Strength in Numbers 1: Increase your warband's creature limit by 1

Strength in Numbers 2: Increase your warband's creature limit by 2
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Dark TravelerChampion Power 2Only usable if you can choose an adjacent ally, and if you can place both creatures in one of your victory areas.Use on any turn after the first, when this creature ends its turn in a victory area. Choose 1 adjacent ally. Place this creature and that ally adjacent to each other in one of your victory areas.
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Regis, Halfling RogueRumblebelly's DodgeWhen executing the "slide this creature 1 square" part of the power, you must slide exactly 1 square if possible. If something prevents the slide (like being immobilized or on a mount), the power still works.Use when this creature would be damaged by an attack; take half damage from that attack, instead. Then, slide this creature 1 square.
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Use at any time Powers, OniGaseous FormPowers that say "Use any time" can actually only be used in the Default Condition timing windows (Page 8 of the rulebook). They are:
When this creature is targeted by an attack.
When this creature declares an attack.
Before this creature moves into a square.
At the start or end of any creature's turn.

Gaseous Form is still an activated power, and conditions that prevent activating powers will prevent Gaseous Form from being activated as well.
Use at any time: This creature gains Flight, has Speed F8, and takes half damage from all attacks until it makes an attack.Y
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All Defenses, DEF"All Defenses" means AC, FORT, REF, and Will. "DEF" means FORT, REF, and Will only (not AC).
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Eternal BladeEternal TrainerUnlike normal item assignment, the extra 3 items assigned to the Eternal Blade with the Eternal Trainer power need not be usable by the Eternal Blade herself and they do not contribute to your warband's point limit. Opponents score points for these items normally whenever the creature holding the item(s) is destroyed. Any creature (including the Eternal Blade) must still meet the requirements of an item to be able to use it.Use during your set-up: Assign up to 3 Eternal Training items to this creature for no additional cost.

http://ddmguild.com/content/revision-2010-banned-figures
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Eternal BladeChampion Power 1This Champion Power allows you to exceed the normal item limits per creature. Any creature (including the Eternal Blade) must still meet the requirements of an item to be able to use it. Like all non-cursed items, Eternal Training items may be assigned to creatures that don't meet the requirements (but the items won't be usable in that case).Use at start of round: Reassign 1 Eternal Training item from this creature to 1 ally.
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Lareth the Beautiful
Avatar of ChaosThe Avatar of Chaos power affects Lareth himself, since he is within 5 squares of himself.Whenever a creature makes an attack while within 5 squares of this creature, roll a d20. 1-5: Attacker takes 10 Damage. 6-15: No effect. 16-20: +5 Damage on that attack.
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Lareth the Beautiful
Rod of StrikingAny effect that triggers when a creature becomes bloodied will trigger based on a hit from the Rod of Striking.+18 vs AC; 20 Damage AND target is considered Bloodied until start of its next turn
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HezrouDemonic StenchDoes not stack with the Demonic Stench power of the Epic Hezrou, since power name is the same.Demonic Stench: (Aura 1) Non-Demon living allies and enemies in aura have -2 Attack.
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Epic HezrouDemonic StenchDoes not stack with the Demonic Stench power of the Hezrou, since power name is the same.Demonic Stench: (Aura 2) Non-Demon enemies in aura have -2 Attack.
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Duplicate Powers, Overlapping AurasIf a creature is somehow affected by duplicate powers (like the Demonic Stench aura power of Epic Hezrou and regular Hezrou), the controller of the affected creature decides which single instance of that power actually takes effect.Rulebook, Page 8, Bonuses and Penalties, Duplicate Effects
Duplicate Effects: A creature or a player can't be affected by 2 or more uses of the same power at once. Two powers are identical if they have the same name or, if they have no name, if they have the same card text. For example, the Dwarf Battlemaster can grant a +10 bonus to Damage when an ally hits with a melee attack. Using this champion power with two Dwarf Battlemasters on the same attack does not provide a +20 bonus.

Rulebook, Page 7, Activated Powers, Duplicate Triggers:
Duplicate Triggers: Any number of different powers can be used in response to a given trigger, but no creature can ever be affected multiple times by a power/effect through a single occurrence of a given trigger.
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Same Figure, Different Sets, Alusair Obarskyr, UnicornSome figures came out in multiple sets. In most cases, the stats for those figures are the same, but in some cases, the stats changed slightly. In all situations, the most recent published stats prevail. (Example: Alusair Obarskyr was originally published with speed 5, and later with speed 6. Regardless of which mini you use, the creature has speed 6.)From the tournament rules, Appendix A—Example Stat cards

For Revised Edition, the DDM Guild is in the process of converting the WotC stat cards to DDM Guild. Cards are also disambiguated in that process. Players may still use the WotC stat card, but the rules text on the card should be interpreted as that of the latest released DDM Guild version (if applicable).
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Half-Elf HexbladeCruel HexerAny creature currently suffering -4 Attack, -5 Damage, and -4 DEF due to the result of a Bestow Curse attack is considered "affected by Bestow Curse," regardless of which Half-Elf Hexblade made the original attack.+10 {m} Damage against targets affected by Bestow Curse.
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Duplicate Attack Powers (attacks that impose conditions or effects)If an attack imposes a condition or other non-damage effect (such as -2 Attack), for purposes of duplicative effects, the effect on the creature is considered to be "Name of Power: Effect Applied." For example: "Exploit Weakness: -2 AC (save ends)". Therefore, attack powers will stack if they have the same name but different effects, or the same effects but different names.
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Hemlock, Master of SecretsExploit WeaknessIf the target already has -2 AC, it can still be targeted again and Hemlock's controller can choose the "grants Combat Advantage" effect, or visa versa.(minor action, range 10), +18 vs. Will; target creature has -2 AC (save ends) OR grants Combat Advantage until the end of its next turn
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Wild MageWild Magic BlastIf a creature is currently under a condition from a Wild Magic Blast attack, it can still be targetted by another Wild Magic Blast attack normally. If the result of the second attack causes the same effect, damage is inflicted normally and the duplicate effect is ignored. Also, as the attack states, roll for the effect for each hit target separately.(radius 1 within sight) +12 vs DEF(Ref); for each target, roll 1d20 and apply the stated effect.
1-5: 15 thunder Damage AND slide 2 squares
6-10: 15 cold Damage AND enervated (save ends)
11-15: 20 fire Damage
16-20: 10 lightning damage and Stunned (save ends)
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SigilsSigils, 6th Sigil, 7th Sigil, Eraseable, Erasable6th and 7th Sigils only provide benefits to their own type of Sigils, even if both are on the battle field. Erasing a sigil as a move action does not provoke an Opportunity Attack.
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All of the Errata from the ErrataFAQ.pdf file
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Night Hag, Gelatinous CubeDream Haunt, EngulfAutomatic hits cannot be criticals, so the Dream Haunt does 40 damage total, even to a Helpless creature. Engulf does 30 damage total, even to a Helpless creature.{m} Dream Haunt: (Helpless target only) Automatic hit; 40 psychic Damage AND this creature has Insubstantial until end of its next turn

{m} Engulf: (Helpless enemy only) 30 Damage

The rules state that melee attacks against Helpless creatures are automatic critical hits, but they also state that automatic hits can't be criticals.
Rulebook, Page 14, Helpless condition:
Melee attacks which target the affected creature are automatic hits and critical hits.

Rulebook, Page 11, Attack Roll, Automatic Hit:
Some powers may allow an attack to be an automatic hit without rolling the die; in such cases, the attack automatically hits, but is never a critical hit, even if something would cause it to become one.

An attack is a power, and it's a power that is an automatic hit.
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Artemis EntreriBackstabThe appropriate trigger for this ability is when the attack hits and is about to do sneak attack damage (after to hit roll, before damage is dealt).Backstab: Use with Sneak Attack; +20 Damage on that attack. RECHARGE when no enemy is within 10 squares at start of this creature's turn.
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Halfling Archer, Attacks recharging themselves.Skirmish ShotAttacks can recharge themselves, such at Skirmish Shot. In Making an Attack, step 1 is to mark off the use, and later steps involve actually hitting. Therefore, if it hits, it will recharge during the same attack.Skirmish Shot: Move up to its current speed, then make 1 attack, (nearest) +10 vs. AC; 20 damage. RECHARGE when this creature hits with a {r} attack.

On page 9 of the Rulebook, under the section "Making an Attack", the first step specifically says:

1. Declare the attack action. If the attack action is a limited use attack action, check off the use. Starting with the player that controls the acting creature, each player declares and resolves powers and effects which resolve when declaring the attack.

It is not until step 5 that the attack is actually rolled.
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Warband totals and item limitsYour items + minis must not exceed the warband point limit. If you have cursed items, your minis can exceed the limit, as long as the total is within the limit.Page 4 of the rules, Building a Warband section, Warband Restrictions sub-section:

Point Limit: You can build warbands with 100- (quick), 200- (standard), or 500-point (epic) cost limits. You can spend a number of points on creatures and items up to the point limit to build your warband. The point cost for each creature and item is shown on its stat card.
Yes
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Death KnightChampion Power 2The enemy may not move or shift such that it becomes farther away from the Death Knight during it's turn. It may teleport away, or other forced movement effects may cause the enemy to become farther away.Use when an adjacent enemy activates. That enemy takes 10 Damage and cannot move away from this champion on its turn.
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Missile Protection SigilMissile ShellShould read "+10 to all defenses" instead of "+10 to AC and Defense"Missile Shell: Creatures within 2 of the Missile Sigil token have +10 to AC and Defense vs {r} attacks.Y
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Favored DracophileCall Dragon, Unique, SociopathicThis power can call dragons that would otherwise be illegal during warband building (including factions, good/evil, or unique.) Does not circumvent Sociopathic restrictions due to the Core Rules and Exceptions priority list on Page 4 of the Rulebook.Call Dragon: Use at the end of round 1. Choose an evil dragon from any faction whose point value, when added to your warband, does not cause it to exceed the match warband limit. Place that dragon in your start area; it is now part of your warband.
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Goblin AdeptSacrifice the WeakIf more than 1 lower-level ally is included in the area, the Burning Hands attack only gets +5 total.Sacrifice the Weak: +5 {burst} Damage whenever this creature includes a lower-level ally in the area of a {burst} attack.Y
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Reaver MasterExecutioner's StrikeOnly the Bugbear Headreaver gets the critical hit upgrade, because powers by default only apply to the creature itself.Executioner's Strike: Hits scored against targets that grant this creature combat advantage are critical hits.
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Critical hit while WeakenedDouble the base damage first, then add any bonuses from other powers and effects, then half it, then apply resistances or vulnerabilities.Weakened: Base damage caused by affected creature's attacks are halved. Halve the base damage prior to applying any bonuses or penalties to the damage from resistances or weaknesses (i.e. Vulnerabilities), but after adding bonuses or penalties to the damage dealt from other powers. If the base damage includes multiple types, halve each type individually.
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Adding damage to an attack that does 0 base damageNot possible. Why does this exception exist in the rules?Y
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Automatic hits getting turned into critical hitsNot possible. Why does this exception exist in the rules?Y
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Sorcerer on Black DragonMounted SpellcastingMounted Spellcasting may allow the use of Flashfire Arc or Unerring Stormlance as a minor action, but if Flashfire Arc is chosen, only one of the three attacks may be used.Mounted Spellcasting: Minor action, no more than once per turn: Make 1 ranged attack.
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Kalliroth, Githyanki PirateTelekinetic PushIf Kalliroth's attack would kill a mount that has a rider on it, Kalliroth can still use Telekinetic Push to push the mount before it dies, since the trigger of "after hitting with an attack" comes before damage is dealt. So, the rider would appear 3 squares away.Telekinetic Push: Use after hitting with a melee attack: Push target of that attack up to 3 squares.
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SageAlchemyAlchemy cannot be combined with Dispater, Iron Duke of Hell's abilities of Gates of Dis nor Fires of Dis.Alchemy: Use when an adjacent ally hits with an attack; damage dealt by that attack becomes one of the following types: acid, fire, or thunder.

Fires of Dis: Minor action: Each enemy and each ally takes 5 fire damage. Recharge at start of turn.

Gates of Dis: Minor action: Choose up to 3 squares within line of sight. Each of those squares becomes fire terrain until end of battle. Recharge at start of turn.
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Bloodied and DestroyedIf a creature goes from non-blooded to destroyed in a single stroke, the creature is both bloodied and destroyed at the same time. Bloodied triggers and Destroyed triggers would happen at the same time (and the acting player gets to decide the order of resolution).Bloodied: A creature is bloodied while its current hit points are equal to or less than its Bloodied score. Most creatures are bloodied while at half or less of their maximum hit points.

Destroyed: If a creature’s current hit points is ever 0 or lower, it is destroyed. Whenever a creature is destroyed, the opponent of that creature’s owner scores victory points (see “Scenarios and Variants”, page 20) and it is removed from play.
Y
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WulfgarGlory in BattleWulfgar's power doesn't require an action, though it is activated. The creature that was just bloodied uses an immediate action to make the attack. Also, if a creature goes from non-blooded to destroyed in a single stroke, the Glory in Battle ability will not allow the creature to make an attack before being removed from the battle map, since creature is both destroyed and bloodied at the same time. The creature would need a special power to make an attack before being destroyed.Glory in Battle: Use when an ally becomes Bloodied: that ally makes a Melee basic attack as an immediate action.

http://ddmguild.com/downloads/revised/scenarios/CH01.pdf
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Autumn Wind RangerSkirmish 10If Autumn Wind Ranger's attack also deals fire damage for some reason (perhaps Lyrandar Skyfire Captain's Augmentation ability), the +10 damage from Skirmish can be applied to the fire damage instead of the base damage.Skirmish 10: Whenever this creature hits with an attack, if it is 2 or more squares from its starting position this turn: +10 damage on that attack.
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Timing of Immediate actionsImmediate actions are resolved before the triggering event resolves when the power description says "when", and after the triggering event resolves when the power text says "after". So, normally before, unless the power text specifically says after resolving.Immediate Action: An immediate action is generally taken in response to a specific trigger occurring, and may be taken even on another creature’s turn. Most immediate actions interrupt the current action and are resolved before the triggering action is resolved. Others resolve after the triggering event is fully resolved. A creature cannot take more than one immediate action on a given creature’s turn.
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Resolving an attack serially and immediate actionsConsider an attack that says: +18 vs AC. 10 damage AND Dazed. Then consider this attack by the Solamith: Soulfire Retort: Immediate action; use only when this creature is damaged by an enemy's attack. (blast 3) +17 vs Reflex; 15 + 15 fire damage. We know that Dazed creatures can't use immediate actions, but the rulebook says to resolve damage from an attack serially. Therefore, in the case of the attacks above, the Solamith could use Soulfire Retort after taking the 10 damage and before being Dazed.Additional Effects: Some attacks impose conditions or other effects as part of the damage. These are generally separated from the base damage and from each other by “AND”. Apply the conditions and effects and resolve actions granted by the damage serially.
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Immediate actionsA creature can take up to 1 immediate action on each creature's turn (including its own turn).Rulebook, Page 7:
A creature cannot take more than one immediate action on a given creature’s turn.
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An immediate attack, Cleric of GruumshChampion Power 1Powers that use the phrase "an immediate XYZ attack" require an immediate action. For example:
Cleric of Gruumsh, Champion Power 1:
Use when an ally destroys an enemy with a Basic Melee Attack attack. That ally makes an immediate Basic Melee attack.

By using the power above, the ally makes an attack as an immediate action. If the ally has already used an immediate action that turn, the Champion power can be used but it will have no effect because creatures may only take one immediate action per turn.
Cleric of Gruumsh, Champion Power 1:
Use when an ally destroys an enemy with a Basic Melee Attack attack. That ally makes an immediate Basic Melee Attack attack.
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Champion Powers, Cleric of GruumshFizzling, Using illegally, when trigger is metIf the trigger for a champion power is met, the player may use it. If the effect of the champion power would be illegal due to other game rules that aren't explicitly circumvented by the power, the power takes effect as much as possible and the illegal effects are ignored. For example:
Cleric of Gruumsh, Champion Power 1:
Use when an ally destroys an enemy with a Basic Melee Attack attack. That ally makes an immediate Basic Melee attack.

If the ally has already used an immediate action that turn, the Champion power can be used but it will have no effect because creatures may only take one immediate action per turn.
Cleric of Gruumsh, Champion Power 1:
Use when an ally destroys an enemy with a Basic Melee Attack attack. That ally makes an immediate Basic Melee Attack attack.
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Nentyar HunterPrimal ArcheryIt allows a normal use of a ranged attack power. If that ranged attack power includes multiple attacks or targets, the recipient can use them fully (for example, another Nentyar Hunter).Primal Archery: Immediate, when this creature hits with both Icy Arrows attacks; 1 ally within 5 squares of this creature makes a R attack against the target of one of those attack.
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Merchant GuardBodyguardAll effects that trigger based on the target of the attack treat the merchant guard as the target instead.
https://box1055.bluehost.com/~ddmguil1/?q=forum/general/rules-confirmation-bodyguard-abilities-difference-between-redirect-and-targets
https://box1055.bluehost.com/~ddmguil1/?q=forum/general/bodyguard

- Treat the space of the bodyguard as if it were in the space of the original target (this doesn't count as movement, but powers that trigger based on the location of creatures can trigger.)
- If an invisible bodyguard jumps in front of a ranged attack, it gets Conceal 11, giving preference to the "Ranged Attack - Target" special exception.
- If an invisible target is protected by a visible bodyguard, the bodyguard does NOT get Conceal 11.
Bodyguard: Immediate, when an enemy attacks an adjacent ally; the attack targets this creature instead.

Redirect Effects: When an attack is retargeted to an ally by a power or effect, treat the new target as if it temporarily occupied the exact space of the original target for all purposes of that attack, including range, line of sight, line of effect, flanking, and forced movement.

And then, one additional reference, under ranged attacks:
Target: A ranged attack targets one enemy within its range that a creature has line of sight and line of effect to. If the attack is redirected against an invisible target, the target is considered to have Conceal 11 for the attack.
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Flight, Opportunity AttacksThe non-opportunity attack applies to the "starting position each turn." So if the flying creature does double move, only the very first square matters. Also, each turn, the starting position resets; it's not like the flying creature takes off at the very beginning of the game and continues flying the whole time; it lands after each turn (including any movement on other creature's turns).

It also only ignores difficult and pit terrain while moving, so it will be caught by web terrain at the end of its movement. Flying creatures won't be caught by web terrain while moving since web terrain is classified as "difficult."

Shifting is a type of movement, so a flying creature could shift onto a difficult terrain (and ignore it).
A creature with Flight flies above the surface of the battle map. It can move through squares occupied by enemy creatures without Flight and ignores difficult and pit terrain while moving. After leaving its starting position, a flying creature does not provoke opportunity attacks from non-flying enemies for leaving a square. It provokes opportunity attacks from all adjacent enemies as normal for leaving its starting position.
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Teleportation while ImmobilizedSince teleportation is a forced movement effect, a creature may teleport even while immobilized.
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Opportunity Attacks with Reach 2Reach 2Per the rules for Opportunity Attacks, a creature may only make opportunity attacks against adjacent enemies, even if the creature has Reach 2. Some creatures have a special ability that allows them to make Opportunity Attacks at Reach.
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Warband buildingChaining, stacking, multiple, duplicateOnly one ability called "Warband Building" may be applied for a given warband, since duplicate powers cannot stack. A power is considered a duplicate if it has the same name.
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Adjacent squares and creaturesSelf-adjacencyEven though the rules specify otherwise, a creature is not adjacent to itself. This will be fixed in the next rules revision. A square is adjacent to itself.Adjacent Squares and Creatures: A square is adjacent to all creatures and squares up to 1 square distant from it, including itself and creatures that occupy it. A creature is similarly adjacent to any creature that is adjacent to one or more of the squares in its space (but see Walls, p.18).
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AllyA creature is not an ally of itself.
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Auras, creatures in their own aurasStench, Duplicate EffectsA creature is typically within it's own aura, though often the creature won't benefit from, or be hurt by, it's own aura. This ruling is primarily relevant for overlapping Stench effects and other duplicate effects, where a creature might want to be effected by it's own Stench (which would do nothing) instead of an enemy Stench (which would apply some penalty).Troglodtye Thug. Stench: (Aura 1) Living, non-Troglodyte enemies and allies in aura have -2 Attack.

Taer. Stench: Adjacent living creatures have -2 Attack; Taer creatures immune.
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Justice ArchonAngelic Retribution, Sword of JusticeSword of Justice does damage and effects that are equivalent to whatever is printed in the target creature's basic attack, plus any buffs affecting the Justice Archon. Any damage buffs affecting the target creature don't apply. Effectively, the Justice Archon makes an attack that has a variable damage/effect result, but the Justice Archon is still the creature doing the attack. A Justice Archon doesn't benefit from its own Angelic Retribution (since it's not an ally of itself), but if another Justic Archon had used Angelic Retribution on a creature, a second Justice Archon would benefit from the +5 damage on a Sword of Justice attack.Angelic Retribution: Immediate, when damaged by an enemy; Angel allies have +5 Damage against that enemy until end of battle.

Sword of Justice: +14 vs DEF(Will); the target takes the damage and effects of its own {b} attack, not including any Followup attack.
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Wand ExpertFeywild Defense, Attacks Fizzling, Invalid targets for an attackFeywild Defense happens in step #4 of Making an Attack. If the teleported target is no longer a valid target for that type of attack, the attack against that target fizzles. The attack is neither a hit nor a miss, and such triggers won't occur. The general attack triggers will occur (steps #1, #3, or #7). A new, valid target cannot be selected. The attack power is still considered used (step #1). If the attack was an area effect of range "sight" and the teleported target goes out of sight making the original target location illegal, the attack still continues and could possibly hit invisible enemies still in the area.Feywild Defense: Use when this creature or an adjacent ally is targeted by an attack; that target teleports 3 squares. RECHARGE when first Bloodied.

Making an attack, page 9:
1. Declare the attack action. If the attack action is a limited use attack action, check off the use...
2. Provoke opportunity attacks...
3. Resolve other “start of attack” effects...
4. Choose targets. Choose targets, resolve “on target” effects; resolve "on target" redirect effects.
5. Roll attack roll...
6. Apply damage and effects resulting from the attack...
7. Resolve “after attack” effects...
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Making an AttackChoosing targets, illegal targets, invalid targetsIn step #4, once a target is chosen, "makes an attack" triggers are satisfied. The target cannot change unless there is some game effect that allows it (like a redirect). There are two times when a "legal target" check is made: Once when the target is declared (at the start of step #4), and again at the start of step #5 (when the attack roll is about to be made). In step #5, if the target is no longer a valid target for that type of attack, the attack fizzles. The attack is neither a hit nor a miss, and such triggers won't occur. The general attack triggers will occur (steps #1, #3, or #7). The attack power is considered used (step #1). If the attack was an area effect of range "sight" and no visible targets remain making the original location illegal, the attack still continues and could possibly hit invisible enemies in the area.Making an attack, page 9:
1. Declare the attack action. If the attack action is a limited use attack action, check off the use...
2. Provoke opportunity attacks...
3. Resolve other “start of attack” effects...
4. Choose targets. Choose targets, resolve “on target” effects; resolve "on target" redirect effects.
5. Roll attack roll...
6. Apply damage and effects resulting from the attack...
7. Resolve “after attack” effects...
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Push, Pull, Slide, Teleport, move exactly or up to the listed distanceIf an effect says Push/Pull/Slide 2, then the creature must be moved exactly 2 squares (not more or less). If you must Push/Pull/Slide 2 but can only move 1 due to obstacles (walls, other creatures, etc.), move as much as possible and then the effect ends. If you could choose one direction that will result in only being able to Push/Pull 1, or another direction that will result in being able to Push/Pull 2, you aren't required to "look ahead" and choose the route that results in a Push/Pull 2. You move 1 square at a time, and move again if possible. None of this applies to teleportation, since teleportation by definition is "within range," which could be 0 movement, or any other number less than or equal to the listed teleportation number.Page 17 of the Rulebook
No More Legal Positions: While resolving a forced-movement effect, if there is no legal position for the creature, the effect ends. Resolve the movement effect as much as possible, then end the effect.

Push
A push effect moves the affected creature away from the acting creature. Each space the creature enters must be further away than its previous position.

Pull
A pull effect moves the affected creature towards the acting creature. Each space the creature enters must be closer to the acting creature than its previous position.
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Push, PullA creature pushing or pulling itselfIf a creature must push or pull itself, it cannot move at all. If a creature must slide or teleport itself, it can move normally.Push
A push effect moves the affected creature away from the acting creature. Each space the creature enters must be further away than its previous position.

Pull
A pull effect moves the affected creature towards the acting creature. Each space the creature enters must be closer to the acting creature than its previous position.
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Use at any time powers, Mercenary GeneralChampion Power 2, Champion Power 3Powers that say "Use any time" can actually only be used in the Default Condition timing windows. They are:
When this creature is targeted by an attack.
When this creature declares an attack.
Before this creature moves into a square.
At the start or end of any creature's turn.
Mercenary General:
Power 2: Use at any time. One ally has +4 DEF until end of round.
Power 3: Use at any time. Allies with the same name as this creature's cohort (including the cohort) have +4 {m} and {r} Attack until end of round.

Default condition rule, from the Rulebook.
Y
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Lyrandar Skyfire CaptainChampion Power 2The proper timing window for this Champion Power is at the end of step 1 of the Making an Attack process. Notably, you don't get to see if the attack hits before you use the Champion Power.Power 2: Use after an ally uses a {m} or {r} attack action that recharges. RECHARGE that attack action.

Making an attack, page 9:
1. Declare the attack action. If the attack action is a limited use attack action, check off the use...
2. Provoke opportunity attacks...
3. Resolve other “start of attack” effects...
4. Choose targets. Choose targets, resolve “on target” effects; resolve "on target" redirect effects.
5. Roll attack roll...
6. Apply damage and effects resulting from the attack...
7. Resolve “after attack” effects...
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Area attacksAn area attack is a single attack that sometimes has multiple targets. If there are multiple targets, there are multiple "attack rolls," but still only a single attack.Y
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Close attacksA close attack is a single attack that sometimes has multiple targets. If there are multiple targets, there are multiple "attack rolls," but still only a single attack.Y
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Foulspawn SeerChampion Power 1The creature that is the target of the champion power teleports itself. Therefore, the creature must have line of sight to its destination, but the Foulspawn Seer need not have line of sight to the creature nor the creature's destination. When the Foulspawn Seer teleports itself, it must have line of sign to its own destination.Use at start of an ally's turn: That ally teleports up to 10 squares, then this creature teleports up to 5 squares.
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Rot Scarab SwarmSwarm AttackOne use of Swarm Attack effectively stuns for 2 turns (it lasts until the end of the creature's next turn, so it's effectively 2 turns of being stunned).Swarm Attack: Immediate, when a creature activates while this creature shares its space; activating creature is Stunned.

Rulebook Page 13, Conditions
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Will-'o-WispIlluminate is not optional because it uses the word "whenever."Illuminate: Whenever this creature is not on the battle map at the start of a round, place it in any square no closer than 10 squares from any enemy.
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Do creatures activate off the battle map?No, by rules text. Specific text on certain cards (Chain Golem, Deathgrasp Sarcophagus, etc.) can allow creatures off the battle map to activate, but typically they do not.Rulebook, Page 6.
Delayed Appearance: Some creatures have a power which allows them to start off the battle map and can enter play at a later round. These creatures are not in play until they are put on the battle map (they do not take turns), but are not considered destroyed. If there is no valid legal position on the battle map when they are put into play, put the creature in the nearest legal position possible.
Y
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Forest Walk, Market Stalls, ForestMarket Stall terrain doesn't affect the movement of a creature with Forest Walk, since Market Stalls are treated as Forest terrain.Forest Walk: Forest terrain does not affect this creature's movement.

Rulebook, Page 20: Market Stall squares are treated as Forest terrain.
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GriffonThunder ChargeThis power stacks with the normal +1 from Charging (since nothing says it wouldn't).Thunder Charge: Whenever this creature makes an attack while charging: +4 Attack on that attack
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Cleric of PelorChampion Power 2This power works for all types of attacks (since nothing says it wouldn't).Use when this creature is attacked: This creature and each ally has +2 Attack against attacker until end of battle.
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Range NearestThere is no maximum distance on an attack with a range of nearest. The only restriction is that the the target must be the nearest target within line of sight.
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Victory Areas, Scoring PointsIf both players have a creature occupying a victory area at the end of a round, both players score the points.
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Rot Grub SwarmThe Swarm Attack includes allied and enemy swarms that are adjacent. A swarm in the target's square is adjacent to the target.Swarm Attack: Use at start of an enemy’s turn: If that enemy occupies a square this creature occupies, that enemy takes 5 damage for each Swarm creature adjacent to it.
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Cursed ItemsCursed Items must be assigned to a creature that can use them at set up. This rule is stated in the Item Compendium file, page 1. A warband with Cursed Items is only legal if all Cursed Items can be assigned to creatures that can use them.Item Compendium, DDM-ItemComps.pdf, Page 1, Set-up: Assigning Items:
Exception: Cursed Items must be assigned to a creature that can use them at set up; they may never be assigned to an invalid creature simply to carry them.
Y
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Thundertusk CavalryPersistent RiderThe effect should include the text "Destroy this creature" at the beginning, since it actually resolves before the creature has been destroyed.Persistent Rider: Use when this creature is destroyed; Put a Dwarf creature with cost 19 or less in the space this creature occupied before being destroyed. That creature must be legal in your warband and is considered activated this round.Y
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Deathpriest of OrcusChampion Power 1The extra activation doesn't allow you to activate a creature that has already activated (unless it had Multi-Activation or something similar).Use at any time on your turn: You activate 1 additional creature this turn. That creature must be an Undead ally.
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Beholder LichEye Ray FrenzyBased on the similar power from the Eye of Flame, this Eye Ray Frenzy power should have the text:
Eye Ray Frenzy: Use when this creature takes an Eye Rays attack action: This creature makes 4 attacks instead of 2 with Eye Rays this turn.
Eye Ray Frenzy: Make 4 attacks with Eye Rays instead of 2.Y
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REF, Will, Fort for old cardsSome old cards only list DEF, instead of a separate stat for REF, Will, and Fort. For those cards, the creature's REF, Will, and Fort are all the same and equal to the DEF value. Note that many of those cards will also have special abilities, like +4 DEF (Will), in which case the Will stat would be 4 higher than the DEF.
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When, WheneverFor cards that use the word "when," the power is optional. For cards that use the word "whenever," the power is mandatory and not optional.
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Savage MinotaurSavageThe trigger for this power should be "Whenever this creature first becomes blooded." Specifically, this power is mandatory.Savage: When this creature first becomes bloodied, roll 1d20. On 1-10, this creature heals 35 HP, then is Dominated and cannot lose Dominated until end of battle.Y
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Rechargeable powers, Recharging, Frost Giant Jarl, Huge Gold Dragon, Dragon HighlordFrost Giant Jarl Champion Power 2, Frightful Presence, Huge Gold Dragon Champion Power 2, Blessing of TakhisisTypically only rechargeable powers can be recharged. If an effect would recharge a non-rechargeable power without an explicit exception to this rule, the effect fizzles. A "recharge condition" is something listed within the text of the power that specifies how the power recharged. If the power is referenced by name elsewhere on the card (e.g. Huge Gold Dragon's Frightful Presence + CP 2), that is considered an explicit exception (though the power is still considered non-rechargeable for other effects, e.g. Dragon Highlord's Blessing of Takhisis). https://box1055.bluehost.com/~ddmguil1/?q=forum/general/rules-confirmation-rechargeable-powersFrost Giant Jarl Champion Power 2
Use at any time. RECHARGE 1 effect of 1 ally that deals cold damage.

Rulebook, Page 7, Powers and Effects:
Rechargeable Powers: A rechargeable power has a recharge condition, usually noted by a recharge symbol.

Huge Gold Dragon
{a} Frightful Presence: (burst 3, enemies only) +23 vs DEF(Will); Stunned AND until this creature is hit by an attack, -4 Attack against it (Fear)

Huge Gold Dragon Champion Power 2
Use when this creature ends its turn in a victory area occupied by 1 or more enemies. RECHARGE Frightful Presence, then make a Frightful Presence attack.

Blessing of Takhisis: Minor action: Recharge 1 attack action of a Dragon ally.
Y
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Frost Giant Jarl, cold damageChill PresenceAn "effect that deals cold damage" is defined as "an effect that has at least one listed outcome that results in cold damage."Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.Y
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Frost Giant Jarl, Arcane BallistaChill Presence, Arcane BoltIf Arcane Bolt is used with a Ranged Attack and the player chooses cold, then the attack would benefit from Chill Presence. If the player chooses fire, the attack would not benefit from Chill Presence.Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.

Arcane Bolt: Use with a Ranged Attack attack while adjacent to an Arcane ally. Choose cold or fire; if the attack hits, all creatures adjacent to target take 15 Damage of the chosen type.
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Frost Giant Jarl, Kobold SorcererChill Presence, Icy TouchIcy Touch will benefit from Chill Presence, because at the time the attack roll is made, it is an attack that could deal cold damage. When damage is being resolved, the player can choose either Cold or Necrotic. If the player chooses Necrotic, the attack will no longer be an "effect that deals cold damage," but it will also be past that step of Making an Attack, so the attack bonus isn't relevant any more.Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.

Icy Touch: +11 vs DEF(Fort); 5 cold OR necrotic Damage
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Frost Giant Jarl, Wild MageChill Presence, Wild Magic BlastThe correct process for this attack is to roll to hit first (+12 vs REF), and then only if the attack hits, roll for the effect. Therefore, Wild Magic Blast qualifies as an effect that deals cold damage and will benefit from Chill Presence. After the hit is determined and the effect is rolled, it might not be an effect that deals cold damage any more. At that point, it will be past the "check to hit" step of the Making an Attack so the attack bonus isn't relevant any more.Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.

Wild Magic Blast: (radius 1 within sight) +12 vs DEF(Ref); for each target, roll 1d20 and apply the stated effect.
1-5: 15 thunder Damage AND slide 2 squares
6-10: 15 cold Damage AND enervated (save ends)
11-15: 20 fire Damage
16-20: 10 lightning damage and Stunned (save ends)
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Frost Giant Jarl, Beholder LichChill Presence, Eye RaysFor this attack, we roll the effect first, then choose the target. Therefore, in the Making an Attack process, we will know if it's an effect that deals cold damage before rolling to hit. Therefore, this attack will only benefit from Chill Presence if Chill Touch is chosen.Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.

Eye Rays: (range 10, any creature) 2 attacks; for each attack, roll 1d20 and use the indicated effect or one of a lower number; choose target after roll.
1-5: Chill Touch: +17 vs DEF(Ref); 5 cold Damage
6-10: Inflict Wounds: 1 Undead creature heals 10 HP OR +17 vs DEF(Fort); 10 necrotic Damage
11-14: Vampiric Touch: +17 vs DEF(Fort); 15 necrotic Damage AND this creature heals HP equal to damage dealt
15-18: Bestow Curse: +15 vs DEF(Will); -4 Attack and -4 DEF (save ends both)
19-20: Lingering Death: +14 vs DEF(Fort); 10 Damage AND ongoing 20 necrotic Damage (save ends)
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Frost Giant Jarl, Wild Mage, Eye of FlameChill Presence, Wild Magic Blast, FirestarterThe correct process for this attack is to roll to hit first (+12 vs REF), and then only if the attack hits, roll for the effect. Therefore, at the time the attack roll is made, Wild Magic Blast qualifies as an effect that deals cold damage AND fire damage, and will benefit from both Chill Presence and Firestarter. After the hit is determined and the effect is rolled, it will certainly not be an effect that deals cold AND fire damage any more (and maybe neither). At that point, it will be past the "check to hit" step of the Making an Attack so the attack bonuses aren't relevant any more.Chill Presence: Allies within 6 squares have +2 Attack with effects that deal cold Damage.

Firestarter: Use when an ally makes an attack that can deal fire damage: +2 Attack on that attack.

Wild Magic Blast: (radius 1 within sight) +12 vs DEF(Ref); for each target, roll 1d20 and apply the stated effect.
1-5: 15 thunder Damage AND slide 2 squares
6-10: 15 cold Damage AND enervated (save ends)
11-15: 20 fire Damage
16-20: 10 lightning damage and Stunned (save ends)
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Runecarved EidolonDivine BeaconDivine Beacon doesn't require Line of Sight or Line of Effect, since nothing on the card nor in the rules makes that restriction.Divine Beacon: Replaces Attack Action: Each ally has +2 Attack and +5 Damage until end of round.
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Kuyutha, Exarch of BahamutChampion Power 1This power should read "Use at start of round" instead of "use at start of turn."Use at start of turn: If you win initiative this round, 1 Dragon ally makes a {b} attack as an immediate action.Y
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Drider SorcererBaleful TranspositionIf the creatures are different sizes, the smaller creature must occupy as many spaces as possible that the larger creature occupied. The larger creature must occupy all the spaces that the smaller creature occupied.Baleful Transposition: (range 5) +16 vs DEF (Will); 1 ally within 5 squares of this creature switches positions with target. Both creatures must end in legal positions.
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Use when a creature activates, Use when a creature starts its turn, Timing windowsThese are the same timing window. If multiple powers trigger at the same time, resolve them in the usual way (acting player decides).1) Use when a creature activates
2) Use when a creature starts its turn
Y
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Free actions, Immediate actions, actions on other creatures' turns, activating, active creatureIf a creature makes an opportunity attack (or otherwise makes an attack on another creature's turn), the creature making the opportunity attack is the "acting creature" for the duration of the attack, but it never "activated." A creature only "activates" at the start of its turn.Y
96
Halfling PaladinSecond ChanceThe trigger for this power should be "Use after this creature makes an attack roll"Second Chance: Use after this creature makes an attack: Reroll that attack.Y
97
Githyanki Dragon KnightChampion Power 2The VPs are scored at the end of the round, and take into consideration all the creatures that were killed in the round (even before the power was used, as long as it was that round). If both players destroy equally high-level enemies, both players score 15 VPs at end of round. If no creatures are destroyed, no players score 15 VPs.Use before taking your first turn of a round. The player who destroys the highest-level enemy this round scores +15 VP.
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Warpriest of HextorChampion Power 2An attack resolves successfully if it hits. An attack that does no damage or gets redirected can still be successful as long as it hits. The repeated attack (granted by this champion power) does not exhaust uses of a limited use power, and can be made even if no uses remain.Use after an ally resolves a successful {m} or {r} attack. That ally immediately repeats that attack against any legal target.
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Yochlol TempterAmorphous FlurryThe check to see "if 2 or more hit the same target" only happens after all attacks are completed. Therefore, even if the first 2 attacks hit the same target, that target will get -4 to all defenses only after the remaining 2 attacks are resolved.Amorphous Flurry: Make up to 4 {b} attacks; if 2 or more hit the same target, that target also has -4 to all defenses (save ends).
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Destroyed by trigger, when does a creature destroys another creatureProposed:
A) A creature destroys another creature only if one of its powers (including attacks) deals damage that immediately destroys the creature.
B) A player is considered to destroy a creature only if any creature he or she controls destroys that creature.

NOTE: Ongoing damage, damage from map terrain, or damage that indirectly results from a power (like getting pushed into fire terrain) will not trigger "destroyed by" triggers.
Current text from Rulebook, Page 7, Common Triggered Powers, Destroyed By Triggers:
Destroyed by Triggers
Some powers trigger when a creature destroys, or is destroyed by, an enemy. A creature is considered to destroy another only when;
Its attack's damage, or other effects (eg. pushed into fire terrain), destroy the target by the end of that turn.
The creature has an aura which causes damage that, when resolved, destroys the enemy.
The creature uses an activated power that causes damage that, when resolved, destroys the enemy.

http://ddmguild.com/forum/general/rules-confirmation-githyanki-dragon-knight-champion-power-2#comment-6320
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Rulings
Rulings Under Discussion
Rulebook Clarifications Needed