Author Topic: Banding v. Add to Battle  (Read 2824 times)

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Banding v. Add to Battle
« on: August 22, 2012, 11:06:13 PM »
+1
Another Natz has come and gone, and it's a perfect time to once again bring up Redemption's Most Wanted rule. Some of the rulings we have aren't perfect, but this is the only one that literally doesn't work. For a long time, "add to battle" was ruled as a banding ability when it applied to characters, under the archaic language clause. However, this retroactive SA definition stopped working as soon as Evil Spawn was printed. Can we finally either get a ruling that accounts for the times when an ability could be a band or not-band only after the fact of itself, or (better yet!) have "band" and "add to battle" as completely separate abilities that never become one or the other? All it would take is a simple inversion of a rule:

"A banding ability allows one or more extra characters to enter battle."

Rather than saying an extra character entering battle is banding, we say "banding" is a specific type of ability that allows an extra character into battle (along with add to battle). This will probably also make it less likely that new kids would think Discarding the bander would kick whomever he banded to out of battle for some reason (since it's being treated more as a way to get another character into battle than going into battle "with" another character). Please?
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Banding v. Add to Battle
« Reply #1 on: August 22, 2012, 11:14:00 PM »
0
Rather than saying an extra character entering battle is banding, we say "banding" is a specific type of ability that allows an extra character into battle (along with add to battle). This will probably also make it less likely that new kids would think Discarding the bander would kick whomever he banded to out of battle for some reason (since it's being treated more as a way to get another character into battle than going into battle "with" another character). Please?

...Well, this is awkward.  As has happened lately, Pol and I have been agreeing on things, and I'm not sure how to handle that ;)

Honestly, I love this idea.  Pol is right that the current definition is very ambiguous, and this would be a perfect fix.  Instead of us trying to define what is banding, we can define what banding is.  This would make things honestly less confusing and more consistent, and also allow people to read a card and know exactly how it would be ruled in basically all cases.  And as that sort of simplicity should be strived for, I fully support this proposal.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #2 on: August 22, 2012, 11:20:52 PM »
0
Well, since Redoubter agrees with me I feel compelled to proactively address the arguments against the split ;)

There will be a lot of cards that have been banding cards for years that will suddenly not be banding without changing in function. Not such a big deal because they'll still do the same thing.

The more valid argument is that every counter to banding ever made will now not work against said cards. However, I don't think it's such a big issue because all the best banding cards use the actual "band" language, and it'd simply further encourage use of older cards (Sound the Alarm to get around HHI, for example).

Finally, there's the inertia argument where people don't want to make huge rule changes unless there's a good reason to. Honestly, there doesn't seem to be a huge reason to from an applicative standpoint (as Evil Spawn and the cards like him are infrequently-used and even more infrequently run into the cards that create the paradox). However, this year we're getting a new rulebook, and it's the last shot we have to fix an enormous hole in Redemption's rules in time to get it into the new definitive ruling document (as I'm sure banding will be defined in said rulebook).

I believe those are the main objections to the change, and I think I've represented them fairly while obviously not agreeing with them.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #3 on: August 23, 2012, 12:03:23 AM »
0
You have the support of at least one Elder. Though if I recall correctly, I think I started a similar thread on the other side of the board, it gained no traction, and I eventually got too busy to keep track of it. I could probably try again, but it might have to wait until after I finish my Master's Thesis (ideally in the next few weeks) otherwise it will get lost again. Hopefully another Elder who might support the idea can start it and manage it before the rulebook goes to print.

Press 1 for more options.

Offline ChristianSoldier

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1613
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #4 on: August 23, 2012, 12:24:51 AM »
0
I'm not an elder, but I support this.
If you are reading this signature, thank a physicist.

Offline megamanlan

  • Trade Count: (+26)
  • Hero Member
  • *****
  • Posts: 2914
  • Autobots! Transform and play Redemption!
    • LFG
    • North Central Region
Re: Banding v. Add to Battle
« Reply #5 on: August 23, 2012, 01:07:20 AM »
0
To be perfectly honest, I'd actually see how people would get more confused because of this. Because its hard enough that people can get confused by it already. Maybe with someone explaining it to me further, I might be more supportive of it.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #6 on: August 23, 2012, 01:24:37 AM »
0
I'm certain the only reason it may seem confusing to you is that you're already used to it working the other way. To a rules lawyer it's beyond confusing the way it is now (to the point where it's literally a black hole of a ruling that has no possible answer), and to a newer player it's currently a bit confusing (since we have game mechanic that describes what an ability does, rather than an ability that modifies the game mechanics like literally every single other ability).

I hadn't thought of that before, and I think it's important so I'll put it in its own paragraph:

The reason banding is so broken is because it's a game mechanic that describes what an ability does. For every other kind of ability in existence it's a description of how the ability modifies the game's mechanics. All other abilities work by describing what the ability does, while banding works by having a game rule/mechanic that describes what the ability does.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Banding v. Add to Battle
« Reply #7 on: August 23, 2012, 10:38:39 AM »
0
I agree that Add to Battle should be a separate ability than Band, and should never morph into the other.
My wife is a hottie.

Offline Josh

  • Trade Count: (+46)
  • Hero Member
  • *****
  • Posts: 3187
    • -
    • East Central Region
Re: Banding v. Add to Battle
« Reply #8 on: August 23, 2012, 12:16:02 PM »
0
I think the easiest way to define "banding" and "add to battle" while keeping them mutually exclusive is as such:

Banding - any ability that adds, and can only add, extra character(s) to battle

Add to battle - any ability that adds extra card(s) to battle, which may include non-character card(s)

I believe my wording keeps them mutually exclusive.

If creation sings Your praises so will I
If You gave Your life to love them so will I

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Banding v. Add to Battle
« Reply #9 on: August 23, 2012, 12:20:31 PM »
0
No it doesn't, actually. If the card says "add to battle" then that should be a whole separate ability than a card that says "band," and one should never become the other under any circumstances.
My wife is a hottie.

Offline Josh

  • Trade Count: (+46)
  • Hero Member
  • *****
  • Posts: 3187
    • -
    • East Central Region
Re: Banding v. Add to Battle
« Reply #10 on: August 23, 2012, 12:57:43 PM »
0
No it doesn't, actually. If the card says "add to battle" then that should be a whole separate ability than a card that says "band," and one should never become the other under any circumstances.

In my definition, "add to battle" is never a "banding" ability.  Let's take Egyptian Magicians as an example.  It reveals and evil card, which you are allowed to add to battle.  It does not matter if the card is a character or not - because EM's ability allows you to add a non-character to battle, it is defined as "add to battle" and not "band". 

King Manasseh would be a "banding" ability because he adds an extra demon/magician to battle, and all legal targets are characters for this ability.

My definition looks at what an ability CAN do, regardless of what it ACTUALLY does.  Like I said, I defined it that way because I think that is the only way to have mutually exclusive definitions for two actions, one of which is technically in the subset of the other.
If creation sings Your praises so will I
If You gave Your life to love them so will I

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #11 on: August 23, 2012, 01:28:28 PM »
0
Quote
one of which is technically in the subset of the other
This is exactly what we're trying to get rid of.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #12 on: August 23, 2012, 04:55:29 PM »
0
I think the best way to do it would be thus:

"Add to battle" is an ability that can be similar to one of five distinct abilities: Band, Play, Present, Exchange, and Choose Opponent. Each of these abilities allow you to add cards to battle with certain definitions/restrictions. However, if a card has an add to battle ability that is not specifically one of the three listed abilities, then it is not considered to be that ability for any purpose.

Band: A "band" ability allows you to add characters to your side of the battle to join the character(s) currently in battle.

Play: A "play" ability allows you to play an enhancement regardless of initiative or the current state of the battle.

Present: A "present" ability allows a player (most often your opponent) to add a character to battle after the initial attack/block if there are no characters remaining on that player's side of the battle (most often due to a withdraw ability).

Exchange: An "exchange" ability allows you to switch the locations of two cards. If one of the cards is in battle, the other card is added to battle.

Choose opponent: A "choose opponent" (Choose the rescuer/choose the blocker) ability allows you to replace all opposing characters in battle with a character of the same alignment as those characters, or if the ability is used before a blocker is presented, it allows you to decide who your opponent will block with; your opponent must use that character to block instead of getting to decide as normal.

Add to battle: An "add to battle" ability allows you to add cards to battle, and may function similar to one of the above abilities, but it is not considered that ability for any purpose. If you use an add to battle ability to add a character to battle, the ability is not considered a band ability, though it functions identically. If you use an add to battle ability to add an enhancement to battle, the ability is not considered a play ability, though it functions identically. If you use an add to battle ability to replace a character currently in battle with a character you add to battle, the ability is not considered an exchange ability, though it functions identically.  If you use an add to battle ability to add a character to your side of the battle or to force your opponent to add a character to his side of the battle, when no other characters are on the side of the battle the character is added to, the ability is not considered a present ability, though it functions identically. If you use an add to battle ability to add a character to your opponent's side of the battle, the ability is not considered a choose opponent ability, though it functions identically.

Now, before you say that having two abilities that function identically but are not the same thing is bad, we already crossed that bridge when we made "protect from X" functionally identical to "immune to X" but also ruled that "protect from X" is not an immune ability, nor is "immune to X" a protect ability. Both situations are somewhat confusing in one way, but more simple in another; that is, it is nice that we don't have to remember what cards should say rather than what they do say.

I think that about covers my position (and I presume Pol's position as well). 
« Last Edit: August 23, 2012, 05:35:33 PM by Professoralstad »
Press 1 for more options.

Offline Prof Underwood

  • Redemption Elder
  • Trade Count: (+7)
  • Hero Member
  • *****
  • Posts: 8597
    • -
    • East Central Region
Re: Banding v. Add to Battle
« Reply #13 on: August 23, 2012, 05:09:39 PM »
0
Something probably would need to be added to that to include information about "exchange" which can also add a character or enhancement to battle.

There also should probably be something in the CTB/CTR part that mentions that characters are NOT allowed to be added if ALL of the previous characters are NOT withdrawn (ie. Asahel and friends blocked by Goliath).  I know that has caused some confusion lately.

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #14 on: August 23, 2012, 05:24:14 PM »
0
Goliath isn't a CtB/CtR card, since you don't get to choose who your opponent brings back in. His ability is a "present" ability (which I'm not sure if it has been defined yet...it's pretty obvious what it is, and it is rarely used except for Goliath, but I know we recently had a discussion on it...in fact it should probably be posted on the forums...I'm going to do that after this post). "Present" would also be another "add-to-battle" type ability, in addition to exchange.
Press 1 for more options.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #15 on: August 23, 2012, 05:52:56 PM »
0
I think the way you placed it is needlessly complicated, but it's functionally the same as what I want to see happen.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Korunks

  • Tournament Host
  • Trade Count: (+11)
  • *****
  • Posts: 2271
    • -
    • Northeast Region
Re: Banding v. Add to Battle
« Reply #16 on: August 23, 2012, 06:10:12 PM »
0
FWIW I love this idea, it will make things simpler.
In AMERICA!!

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: Banding v. Add to Battle
« Reply #17 on: August 24, 2012, 12:36:58 AM »
0
I am for this.  It still gets me that it is ruled that Nebuchadnezzer can search and add Nergal to battle and then draw and play from the horses he's holding when that is clearly the wrong order for abilities in the order of operations.  If it gets seperately defined and placed right before banding then that should solve that. 

Quote
I think that about covers my position

What about side battle cards?  I know they would rarely get confused with an add to battle ability but for completeness sake, side battle is another ability that adds characters to battle. 


Also, I basically agree with the definitions but in what situations can "add to battle" be functionally identical to "present, exchange, or choose opponent"?  It seems that add to battle functions as add in any qualifying card and that card is governed by mechanics that apply to the type of card it is.  So if it is an enhancement then it functions like you played an enhancement without a "play enhancement" ability and if you add in a character it functions like you banded in a character without using a band ability and if it is a Dominant then if functions like you just played a Dominant. 

I don't want players to get confused and think that an "add to battle" ability automatically allows them to exchange or choose the opponent (I think your paragraph could be misconstrued to say that) when by default when an add to battle ability is adding a character to battle it "allows you to add characters to your side of the battle to join the character(s) currently in battle". 
In fact isn't there a game rule that says you can't add characters to your opponent's side of the battle?  to stop people from using Gates of Hell as a choose the blocker card?  or would you be changing that?

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #18 on: August 24, 2012, 12:45:58 AM »
0
The rule is that you can't add cards to your opponent's side of the battle unless a card specifically allows that, similar to how you can't discard a Hero in set-aside with Christian Martyr. Gates of Hell doesn't specifically allow that, so it wouldn't work.

I'm not certain if there are cards that allow you to choose opponent/exchange/present but use "add to battle", but I wanted to be thorough. If this change were to happen, then my post would probably be cleaned up a bit to avoid any confusion, so thanks for pointing out things that may be confusing.
Press 1 for more options.

Offline Prof Underwood

  • Redemption Elder
  • Trade Count: (+7)
  • Hero Member
  • *****
  • Posts: 8597
    • -
    • East Central Region
Re: Banding v. Add to Battle
« Reply #19 on: August 24, 2012, 08:18:50 AM »
0
I think the way you placed it is needlessly complicated, but it's functionally the same as what I want to see happen.
Then would you mind re-writing what the "other Prof" posted (adding in the issues of "exchange", "present", and "side-battles") in a simpler way?

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #20 on: August 24, 2012, 03:05:12 PM »
0
It's more a matter of approach. The way he wrote it was very specific about what things aren't, but I always prefer positive rules. Here is how I would write the section:

Here are the different abilities that can add cards to battle. None of these abilities overlap or are subsets of one another. You can determine which ability a card has by looking at the specific language on the card:

-Add to Battle: This ability plays a specified type of card into battle.

-Banding: This ability allows one or more character into battle.

-Exchange: This ability switches the location and permanent control of two cards. *(Permanent and temporary control still need to be defined even though we all know what they mean, and should coincide with a change on "your")

-Present: This ability allows a player to play one or more characters into battle. No matter which player is playing the characters, the player controlling the present ability is the one adding the characters. *(There would need to be a separate clarification for cards with archaic language, similar to how "Ignore" and "Prevent" and "Protect" were clarified)

-Choose Opponent: This ability allows a player to choose a new character to oppose him in battle, then causes all currently opposing characters to withdraw and adds the chosen character to battle. If completed prior to an initial blocker being presented, defending player cannot present another blocker.

-Play: A play ability allows you to play a card from hand.

A few specific notes: Banding abilities can sometimes bring characters into the opposing side of battle (i.e. Siege) and would have fallen between the cracks of the other definitions. Play abilities allow for playing of more than Enhancements (i.e. King Omri). Present abilities can still work even with characters remaining (i.e. Goliath facing a Giantslayer).

I may have missed one or two points because it's early (for me in Florida) but that's the general framework for how I would do the section.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #21 on: August 24, 2012, 03:21:36 PM »
0
When "play" was defined, it was determine that "play" abilities were only those abilities that allowed a character to play an enhancement. The reason was that a banding card could cause a character to be played, but we didn't want Samuel/Ezekiel/etc. to negate banding cards (though it would certainly change Samuel decks). Thus King Omri, though he causes a Site to be played, does not have a play ability based on the definition.

Present: I alluded to a very recent discussion (post Nats) we had about Present, and while it has been ruled previously that you can add another Hero to a battle where Goliath blocks David/Asahel/Elhanan/etc., that was changed. It is now consistent with the cards that no one ever uses* that also say Present (Darkness, Lion Dwelling with Calf, Death of Firstborn) which have been ruled to only allow new characters if no characters remain, which is why I ruled it that way. It does need to be announced as far as I know that present is now a new ability (that is on some older cards and Goliath) that may be used in the future.
*Except in Booster, where Lion Dwelling helped my place at Nats.

Good point on Banding cards like Siege, that is something that would have to be specified.

I agree that permanent and temporary control need to be more well-defined, but I don't really think that "your" necessarily needs to be redefined.

I generally like your framework; it is simpler. I tend to overexplain things (ask my wife: the simplest questions often elicit long-winded answers) in order to preempt any questions that may come up. But before anything of this sort becomes official, we do need to iron out all the details.
Press 1 for more options.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Banding v. Add to Battle
« Reply #22 on: August 24, 2012, 04:17:39 PM »
0
Perhaps "play" could be revisited now that we're getting rid of overlapping abilities? Just as abilities used to not convert if they could target a Hero, but now always convert unless they specifically target a Hero, could we not change "Play" to playing a card from hand, deck or Discard since Banding abilities only could play a card from hand and would be kept rigid under the new ability guidelines?
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Banding v. Add to Battle
« Reply #23 on: August 24, 2012, 04:19:31 PM »
0
Perhaps "play" could be revisited now that we're getting rid of overlapping abilities? Just as abilities used to not convert if they could target a Hero, but now always convert unless they specifically target a Hero, could we not change "Play" to playing a card from hand, deck or Discard since Banding abilities only could play a card from hand and would be kept rigid under the new ability guidelines?

If the proposal in this thread is adopted, I could certainly see a slight revisiting of Play that would take that into account.
Press 1 for more options.

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal