#557438
To answer specifically the question in the title, I will +1 the QtRef example. I don't get why I can flip an HA to take a valid response action but can't flip an HA to take a suspends play action.
To answer more broadly as far as what I think actions/responses need (And I say this without having time to reread the relevant glossary sections): A consistent model for what happens when actions fail. That is, what happens when the conditions necessary for initiating an action are no longer present when the action starts resolving. Is the action now prevented by another card? Are one or more targets no longer in play? Did the target have to be "your" card, but is now your opponent's card?
Basically, one of two things can happen here: either the action is completely undone without any costs being paid (this is how HAs work, I think), or all of the costs remain paid and the action just doesn't happen. This of course begs the question of "what is a cost?" especially in light of gametext such as "Discard Incident after any use."
Even more complicated are when an action has multiple subactions. Say action A has subactions x and y. If x fails, does y still happen? If y fails, would that ever retroactively undo x?
As a side note, I wonder how much of the weirdness in this area exists because of Computer Crash.
To answer more broadly as far as what I think actions/responses need (And I say this without having time to reread the relevant glossary sections): A consistent model for what happens when actions fail. That is, what happens when the conditions necessary for initiating an action are no longer present when the action starts resolving. Is the action now prevented by another card? Are one or more targets no longer in play? Did the target have to be "your" card, but is now your opponent's card?
Basically, one of two things can happen here: either the action is completely undone without any costs being paid (this is how HAs work, I think), or all of the costs remain paid and the action just doesn't happen. This of course begs the question of "what is a cost?" especially in light of gametext such as "Discard Incident after any use."
Even more complicated are when an action has multiple subactions. Say action A has subactions x and y. If x fails, does y still happen? If y fails, would that ever retroactively undo x?
As a side note, I wonder how much of the weirdness in this area exists because of Computer Crash.
What if the real Power in the Universe was the friends we made along the way?