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General Tabletop Discussion
*Pathfinder & Starfinder
Warden L6 Utility "Bears Endurance"
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<blockquote data-quote="Nullzone" data-source="post: 5725169" data-attributes="member: 97538"><p>Magic: the Gathering actually has the most clear interpretation of this, IME. Some spells (cards) are "Instant" -- they can be cast on anybody's turn, and at any point in the turn. These effects always spend resources when cast, but then are given a chance to resolve via "the stack". Every spell (card) cast is placed on the top of the stack, and as long as players keep playing Instant spells, the stack continues to grow; once no further spells are cast, the stack resolves, starting with the TOPMOST card. This means that the Instants will resolve first and in reverse order of their original play.</p><p></p><p>So, for example:</p><p></p><p>- I attack my opponent with a monster that can deal 6 damage. My opponent has a protective spell cast that says I have to deal at least 4 damage in order for the damage to count, otherwise it is absorbed.</p><p>- Opponent doesn't like this, so spends mana to cast a spell that says "Target creature is -3 damage", targeting my strong monster.</p><p>- I need to deal at least 4 damage, so I spend mana to cast a "counter target spell", targeting my opponent's spell to prevent its effects.</p><p>- Opponent spends more mana to cast "Destroy target creature" instead.</p><p>- I have no more mana, so the stack resolves. The destroy creature triggers as the topmost card, destroying my strong monster. Then my counter goes off, countering the card immediately beneath it, canceling the spell's effects (but still spending the resources). Finally, my monster would normally make his attack, but he is no longer in play, so his original action is now void.</p><p></p><p></p><p>The only cardinal difference is that while Instants can be cast at any time, Immediate Interrupts require specific conditions be met; but in either case, the Interrupt must fire immediately preceding the condition which enabled its use. In the case of Bear's Endurance, I would rule it thus:</p><p></p><p>I target you with an attack.</p><p>I hit you.</p><p>You're going to take 50 damage.</p><p>Resolving this damage would take you to 0 hp, so Interrupt: Bear's Endurance.</p><p>Heal 30 hp.</p><p>Take 50 damage.</p><p>Now at 30 hp.</p><p></p><p>Note however that I would not rewind an entire action; the trigger was being taken to 0 hp, not being hit. If the point of the stack doesn't put the Interrupt above a certain event, then it still proceeds as originally declared, even if the post-trigger conditions would otherwise invalidate it in its original declaration. There's a reason that every "escape" interrupt is triggered on hit, and not on damage.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5725169, member: 97538"] Magic: the Gathering actually has the most clear interpretation of this, IME. Some spells (cards) are "Instant" -- they can be cast on anybody's turn, and at any point in the turn. These effects always spend resources when cast, but then are given a chance to resolve via "the stack". Every spell (card) cast is placed on the top of the stack, and as long as players keep playing Instant spells, the stack continues to grow; once no further spells are cast, the stack resolves, starting with the TOPMOST card. This means that the Instants will resolve first and in reverse order of their original play. So, for example: - I attack my opponent with a monster that can deal 6 damage. My opponent has a protective spell cast that says I have to deal at least 4 damage in order for the damage to count, otherwise it is absorbed. - Opponent doesn't like this, so spends mana to cast a spell that says "Target creature is -3 damage", targeting my strong monster. - I need to deal at least 4 damage, so I spend mana to cast a "counter target spell", targeting my opponent's spell to prevent its effects. - Opponent spends more mana to cast "Destroy target creature" instead. - I have no more mana, so the stack resolves. The destroy creature triggers as the topmost card, destroying my strong monster. Then my counter goes off, countering the card immediately beneath it, canceling the spell's effects (but still spending the resources). Finally, my monster would normally make his attack, but he is no longer in play, so his original action is now void. The only cardinal difference is that while Instants can be cast at any time, Immediate Interrupts require specific conditions be met; but in either case, the Interrupt must fire immediately preceding the condition which enabled its use. In the case of Bear's Endurance, I would rule it thus: I target you with an attack. I hit you. You're going to take 50 damage. Resolving this damage would take you to 0 hp, so Interrupt: Bear's Endurance. Heal 30 hp. Take 50 damage. Now at 30 hp. Note however that I would not rewind an entire action; the trigger was being taken to 0 hp, not being hit. If the point of the stack doesn't put the Interrupt above a certain event, then it still proceeds as originally declared, even if the post-trigger conditions would otherwise invalidate it in its original declaration. There's a reason that every "escape" interrupt is triggered on hit, and not on damage. [/QUOTE]
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Warden L6 Utility "Bears Endurance"
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