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[s-b] [auto] Peter submits p351


Peter has submitted a new Motion, p351.

---------------------------------
Motion 351/0: Effectively Entering Effect Epochs
A Proposal by Peter
Last modified on nweek 104, nday 12

[[Alliteration]]
[[This is a first draft of something that may work. Let me know if you
see holes in it or ways to improve it.]]

Create a new rule in section I with title "Effects" and text
{{
The result of following an ability or performing a Game Action is
called an Effect. Each effect affects the game in the manner it
specifies, subject to rule 2-2 (Precedence).

Each effect is associated with a moment in time called its
Timestamp. The Timestamp of an effect created by an activated ability,
triggered ability, or Game Action is the time is was played,
triggered, or performed, respectively. The Timestamp of an effect
created by a static ability is the time the object it is on was
created. It is possible for more than one effect to have the same
Timestamp.

}}

Change the text of rule 2-2 in its entirety to
{{
Should it happen that the text of one effect contradicts or otherwise invalidates the text of another, the two effects are in conflict.

Follow these steps in order to determine the precedence of conflicting effects:

 * If one of the effects explicitly states that it takes precedence over or defers to the other, and the other does not make a contrary claim, these claims are used to determine which shall take precedence.
 * If one effect permits an event to happen, and the other effect prohibits that event, then the effect prohibiting the event takes precedence.
 * If both of the effects are from abilities on the same object that are defined within the same body of text, then the one defined by later text will take precedence over the one defined by the earlier text.
 * If one of the effects is from an ability on a Rule, and the other is not, then the one that is not on a Rule takes precedence.
 * If both of the effects are from abilities on Rules, and those Rules are held by the same Section, then the Rule with the lower unique number within that section takes precedence over the Rule with the higher number.
 * If both of the effects are from abilities on Rules, and those Rules are held by different Sections, then the effects from the Rule within the section with the lower section number takes precedence over the other.
 * If neither of the effects is from an ability on a Rule, and the effects are on different types of objects, the effect that has precedence is the one from the object defined by the Type Specification that would have precedence over the other object's Type Specification if the Type Specifications were in conflict.
 * If both of the effects are from abilities on the same type of object, and the effects have different Timestamps, then the effect with the later timestamp has precedence.

If two effects are in conflict, and one has precedence over the other, the instructions of the effect without precedence are only followed as much as they don't conflict with the effect with precedence.

If two effects are in conflict, and neither has precedence over the
other (that is, the list of above steps does not cover the case), then
the effects are said to be in paradox. The instructions of neither
effect are followed at all. If it can be determined which player
performed the most recent game action before the first paradox in an
nweek, that player gains 100 Amplitude.

The effects of this rule take precedence over all other effects.
}}

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