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Author Topic: Steward's Tomb  (Read 9830 times)

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January 09, 2009, 06:09:18 AM
Reply #15

Gate Troll

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Re: Steward's Tomb
« Reply #15 on: January 09, 2009, 06:09:18 AM »
Hold on a second... The definition of prevent is: "To stop, to keep from happening." The word 'cannot' in Swept Away stops, or keeps wounds from happening, thus, Steward's Tomb negates the effect of Swept Away.
 
« Last Edit: January 09, 2009, 06:11:05 AM by Gate Troll »

January 09, 2009, 06:12:24 AM
Reply #16

Thranduil

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Re: Steward's Tomb
« Reply #16 on: January 09, 2009, 06:12:24 AM »
Hold on a second... The definition of prevent is: "To stop, to keep from happening." The word 'cannot' in Swept Away stops, or keeps wounds from happening, thus, Steward's Tomb negates the effect of Swept Away.
 
There's a difference between dictionary definitions and game definitions. The game (I've just lost, by the way! ;) ) defines "prevent" and "cannot" exactly as Pepin describes. Therefore Steward's Tomb has no affect on Swept Away.

Thranduil

January 09, 2009, 06:18:25 AM
Reply #17

Gate Troll

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Re: Steward's Tomb
« Reply #17 on: January 09, 2009, 06:18:25 AM »
I see. So there's a difference between wound prevention and wound negation?  :-?

January 09, 2009, 06:22:41 AM
Reply #18

Thranduil

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Re: Steward's Tomb
« Reply #18 on: January 09, 2009, 06:22:41 AM »
The point is the prevention that arises from the word "prevent" and the prevention that arises from "cannot" happens at different times. If you're about to assign a wound to your Wraith, you would follow this abstract process:

1) Check whether your Wraith can take wounds or not. If it cannot, then this wound is not placed. If it can, go to step 2.
2) Check to see if anything prevents the wound you're about to place. If so, then Steward's Tomb specifically forbids this action and so it does not take place.

Thranduil

January 09, 2009, 07:21:06 AM
Reply #19

Kralik

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Re: Steward's Tomb
« Reply #19 on: January 09, 2009, 07:21:06 AM »
Cannot represents an impossibility. To be absurd, I'd look at it this way:

Exhausted Wraiths cannot take wounds in the same way that possessions cannot take wounds.

Simply does not--*ahem* cannot--happen. ;)

January 10, 2009, 09:12:40 PM
Reply #20

FM

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Re: Steward's Tomb
« Reply #20 on: January 10, 2009, 09:12:40 PM »
I don't see why it's so hard to get the difference on this one. You see, the expression "cannot take wounds" basically removes from the game altogether the possibility of assigning wounds to the Wraiths. It's WAY different from preventing wounds. If the wounds WERE simply prevented, then you'd be immune to archery fire, because you could assign all the archery wounds to the wraiths, when they'd then be prevented. However, since the possibility of wounding them is not present anymore, the archery fire will end up turning your Ring-bearer into a pincushion, since he'll most likely be your only character (or one of the few) that CAN have wounds assigned, so you WILL have to assign them to him. Since the text on the Tomb says that "wounds can't be prevented", it means that, once assigned, no effect may prevent them from being placed, ONCE ASSIGNED being the key part. Since you CAN'T assign them, the Tomb's text never actually takes place.