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Group: streetfighter Message: 10213 From: Andy Johnston Date: 1/23/2001
Subject: Combos-combos
Group: streetfighter Message: 10214 From: J. Scott Pittman Date: 1/23/2001
Subject: Re: Gateway Tournament 2.
Group: streetfighter Message: 10215 From: J. Scott Pittman Date: 1/23/2001
Subject: Re: Bleck
Group: streetfighter Message: 10216 From: Josh Diemert Date: 1/23/2001
Subject: Re: Gateway Tournament 2: The challenge continue.
Group: streetfighter Message: 10217 From: Steve Karstensen Date: 1/23/2001
Subject: Re: Bleck
Group: streetfighter Message: 10218 From: J. Scott Pittman Date: 1/24/2001
Subject: Re: Bleck
Group: streetfighter Message: 10219 From: The Reverend Doktor Date: 1/24/2001
Subject: Xtreme Fighting Update
Group: streetfighter Message: 10220 From: Rogue Tiger Date: 1/25/2001
Subject: Re: Digest Number 324
Group: streetfighter Message: 10221 From: J. Scott Pittman Date: 1/25/2001
Subject: Dogs of War
Group: streetfighter Message: 10222 From: Fred Chagnon Date: 1/26/2001
Subject: new email address
Group: streetfighter Message: 10223 From: throwrocks@bigfoot.com Date: 1/29/2001
Subject: Check this out!!!
Group: streetfighter Message: 10224 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10225 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10226 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10227 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10228 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10229 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10230 From: J. Scott Pittman Date: 1/31/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10231 From: J. Scott Pittman Date: 1/31/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10232 From: razaarfxz@hotmail.com Date: 1/31/2001
Subject: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10233 From: erik justiniano Date: 1/31/2001
Subject: Street fighter Alpha Movie
Group: streetfighter Message: 10234 From: shadowpk@aol.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
Group: streetfighter Message: 10235 From: anton_figueroa@juno.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
Group: streetfighter Message: 10236 From: erik justiniano Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
Group: streetfighter Message: 10237 From: shadowpk@aol.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
Group: streetfighter Message: 10238 From: throwrocks@bigfoot.com Date: 1/31/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10239 From: throwrocks@bigfoot.com Date: 1/31/2001
Subject: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10240 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10241 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10242 From: Steve Karstensen Date: 2/1/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10243 From: razaarfxz@hotmail.com Date: 2/1/2001
Subject: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10244 From: erik justiniano Date: 2/1/2001
Subject: Re: Street fighter Alpha Movie
Group: streetfighter Message: 10245 From: The Reverend Doktor Date: 2/1/2001
Subject: Speed of thought
Group: streetfighter Message: 10246 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10247 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Bleck.
Group: streetfighter Message: 10248 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10249 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Speed of thought
Group: streetfighter Message: 10250 From: razaarfxz@hotmail.com Date: 2/2/2001
Subject: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10251 From: razaarfxz@hotmail.com Date: 2/2/2001
Subject: Speed of thought...
Group: streetfighter Message: 10252 From: Steve Karstensen Date: 2/2/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10253 From: The Reverend Doktor Date: 2/2/2001
Subject: Speed
Group: streetfighter Message: 10254 From: anton_figueroa@juno.com Date: 2/3/2001
Subject: Re: Speed
Group: streetfighter Message: 10255 From: J. Scott Pittman Date: 2/3/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10256 From: Soldar Date: 2/3/2001
Subject: Contenders for sale
Group: streetfighter Message: 10257 From: throwrocks@bigfoot.com Date: 2/3/2001
Subject: Re: Speed
Group: streetfighter Message: 10258 From: J. Scott Pittman Date: 2/3/2001
Subject: Re: Speed
Group: streetfighter Message: 10259 From: J. Scott Pittman Date: 2/3/2001
Subject: Screen for sale
Group: streetfighter Message: 10260 From: Karl-Erlend Mikalsen Date: 2/3/2001
Subject: SV: [streetfighter] Speed of thought... was Re: Check this out!!!
Group: streetfighter Message: 10261 From: anton_figueroa@juno.com Date: 2/4/2001
Subject: Re: Check this out!!!
Group: streetfighter Message: 10262 From: Wayne French Date: 2/5/2001
Subject: Re: Speed



Group: streetfighter Message: 10213 From: Andy Johnston Date: 1/23/2001
Subject: Combos-combos
The other letter was long enough as is, so this letter is reservered for MY questions regarding how you guys handle certain combo situations.
 
Most of my problems arise from the Dizzy combos. Dizzy combos with multi-hit maneuvers just make the game fun! When you have a combo that alows for you to string a series of moves together for the purpose of creating a dizzy....when does the opponent become Dizzy? Lets say we're doing Strong-Strong-Fireball (dizzy) against somone with 3 stamina. First strong does 2 damadge. The second strong also does two damadge. The fire ball does 3 damadge.  I see two possibilities for interpretationt.:

#1: We let all the hits cumulate, and at the end of the combo for the dizzy. This means that although we scored 4 damadge on the first two hits..the opponent is still around and about untill the fireball is tossed out. This might have a few problems: What happens if someone had given him a foot sweep after the second combo? Combos I believe are concidered broken with a knockdown (If not than it a house rule for me.).... OR what if the attacker got dizzied/Tiedup/KO'ed? Does the 4 damadge he caused from the strong punches NOT count towards a dizzy? What if the Fireball had missed.....or had been directed at someone else! Would the first 4 damadge still kick in at the end? I don't have good answers for these, so I tend not to agree with this theroy. If you have ideas/ways to handel this please share.
 
This moves us on the the second way of doing things......
 
#2: As soon as the level of stamina is exceeded the victim of the combo becomes dizzied. This has a few issues as well. The book says that a character cannot be dizzied for two turns in a row no matter what happens. Traditionally i have always played that striking a dizzied opponent breaks the stun of a dizzy (jarres them back to reality) in honor of the way it is portrayed in the video game. That means if Vicky is dizzied by a feirce punch from 1 guy and then that same round gets hit buy a second person, the dizzy effect is broken and Vicky could act the next turn. This seems to make sense, especially for teams, since if they were looking for independent strikes to keep a person dizzied, they could always perchase a same-turn-team-combo.  This has great relevency in my games, because when a person is dizzied I concider them to be at half stamina. With the single person dizzy combo this factor creats problems. Lets say the combo had been Strong - HyperFist- Fireball (Dizzy).  In that case after the 2 damadge from the strong, the first hit of the hyper fist does another 2 damadge, and the 4 stamina would have been breached. That means <By the stuff I've presented> the character would have to stop continuing the rest of the combo, in order to prevent from "Waking up" the dizzied opponent. ------------------------------- Those issue deal primarily with my rules, and are problems that not everyone has to worry about. But how about the situation of multi-hit manuvers: Say someone has a combo DoubleHitKick-Round house(Dizzy). Now, normally the two hits of the DH Kick will not acumulate for dizzy, but here in the combo that's the whole idea. What if the DH Kick dizzys the opponent right off the bat? The player could always elect to not continue the combo, or to go attack some one else.  This means that the player can have a double hit kick that ALWAYS cumulates for a dizzy! They could prepetually continue to "Start" a combo, and then follow through as nessicary. And what if it were a stronger move, like Hurricane kick? Every time you run a hurricane kick it would cumulate for dizzy! It's not too far fetched, and i really dont' know how to handle these situations.
 
 
Any and all input is quite welcome and apreciated.
Thanx.
 
 
Group: streetfighter Message: 10214 From: J. Scott Pittman Date: 1/23/2001
Subject: Re: Gateway Tournament 2.
Howdy Chris! Wow, i thought you left this list. I suppose Mr. Military will just have to pop up again and make you wish your character had, at least! (INSERT EVIL LAUGH HERE)
 
Scott
----- Original Message -----
Sent: Tuesday, January 23, 2001 7:54 AM
Subject: Re: [streetfighter] Gateway Tournament 2.

--- Rinaldo Gambetta <rinaldo.gambetta@...> wrote:
> Yes I count him but I need more people, 8 for 16 is good number. Where
> Hoffmann and Karstensen? These guy probaly love play this again.

Who me.  Oh, I've been castaway in the netless wastelands for a while.  It's
good to be back though.

New tournament?  Gokiwa will be there to kick ass and chew bubblegum, and he's
all out of ass.

Wait, let me try that again...

=====
staredown@...  http://www.workspot.net/~staredown

"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
     -- Robert Heinlein

__________________________________________________
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Yahoo! Auctions - Buy the things you want at great prices.
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Group: streetfighter Message: 10215 From: J. Scott Pittman Date: 1/23/2001
Subject: Re: Bleck
Hey just send the question in to the White Wolf guys... I'm sure they will answer right away!
 
Scott
----- Original Message -----
Sent: Tuesday, January 23, 2001 10:25 AM
Subject: Re: [streetfighter] Bleck<The First.>

Have no fears that your judgment is slipping Steve. Addmittedly I haven't known you the longest by any means, but never has any of your actions/opinions put me in doubt of you fairness and objectivtiy.
 
(Butt kissing out of the way).
 
Now with the issue at had with the combos of might and dread. Well, there are enough issues that can arise. In this case dealing with Augmented baisc maneuvers I think thus far it has been cared for nicely. If you asked a player "Is a 'Jab-jab' the same as a 'FlameJab-FlameJab' combo?" I'd imagine that they'd say no they are two different combos. If they felt they were the same then I'd ensure that Every NPC jab combo was flaming. =)
Since Flaming fist is a skill that must be learned and developed, I argue that like learning how to string to jabs together, so must you know how to string to flaming fists together.
 
 They may say "Well if I know how to Flame my punch, can't I just switch it out for one of the Jabs?" and the answer to that is no: you also know how to do a Strong punch, or a Fierce punch, but you can't magically substitue it in to the comb since thier executions are different.
 
"But a jab and a flaming jab are done the same way Right?" If that were the case then there wouldn't be a Chi cost. I doubt that many of us on this group can say we know what it's actually like to implement CHI base attacks, but the fact remains you need certain skills to execute them, so they must be slightly diffrenet in their mechanism. I'm lookin at this from a sense of maintaining some of the realism to the game (Yeah, yeah I know people are going to argue that realism was alredy chucked out the window in the game, but I'd like to minimize it's effects.)
 
The other issue you present is whether or not you can just pay a point or two to just stick in a different maneuver, instead of buying an entierly different combo. The only answer I see to this is "No." If some guy has a Jab-Strong-Throw combo and later he learns back roll throw, could he just sub in the BRthrow at the end of the combo? No you'd have to develop and entierly different combo since the transition between the moves is different.
 
 What about with the precious basic attacks that can be augmented? Well since we seem to agree that their entirely different maneuvers they'd have to be listed distinctly. If you say "Sure, you can just pay a bit and change the combo to flaming fists" then you can't make the original one dissapear. Instead he gets an entirely extra combo.  This particular instance seems to me to be a good place to alow for a discount in the precense of a Sensi etc. If the guy is there to teach you how to chanel you Chi, and stick this NEW move in, they I would probably give a discount for purchasing the combos.
Tricky stuff... as always these are merely my opinions folks.
 
 
 
  
 
 
----- Original Message -----
Sent: Monday, January 22, 2001 5:52 PM
Subject: [streetfighter] Bleck.

A problem came up at last night's game.  The long and short of it is that
one of my players has been interpreting the rules a little different than me
and I've just never noticed.  May have something to do with his not always
telling me what he's doing during combat. :p anyway... it challenged a
ruling I'd made a long time ago and am sticking to for reasons I explained
in detail to the group, but I still have the feeling this wasn't handled
right.

The situation;

A fire elementalist with a Jab-Jab combo and Flaming Fist.

What happened;

He attempted to use his Flaming Fist to augment the Jabs of his combo.  When
I asked him if the combo included standard Jabs or Flaming Jabs, his
response was "it matters?"

I then explained that yes, it makes a difference, due to my (old) ruling
that adding an augmenting move (Rekka Ken, Flaming Fist, etc) to a Basic
Maneuver turns it into a Special Maneuver, and thus is a different move
entirely.  I then said that in order to use a Flaming Fist within a Combo,
it has to be purchased as part of that combo.  IE, "Flaming Jab to Flaming
Jab" or something similar.  Unfortunately, the only evidence I had in the
books to back me up was Sapphire's character sheet from the Player's Guide,
where one of her combos is listed as such.

When he continued to bitch about the fact that I'd never mentioned this
before, I ignored the fact that he rarely mentions when he's using combos in
the first place and just announces "Jab - and I flame it." (which, since I
don't often commit my players' character sheets to memory, doesn't alert me
to the fact that something might be flaky) and reminded the group that if
this rule were not in place, their opponents would be capable of using such
combos that the list fondly remembers as "Psychokinetically-Channelled
Flaming Fierce Rekka Ken".  The old Speed 10 - Damage 20 punch we argued
about so fervently on several occasions.

This "threat", coupled with the rest of the groups' opinions varying from
"Steve's right" to "I see Gerald's point but Steve's is better", I kept the
ruling as-is and told him that if he wished to convert the combo I wouldn't
make him purchase an entirely new one.  But something bugs me about the
whole ordeal.  Who would have handled it differently, and why?  Was I wrong?

Also, this brings up another point.  If I do indeed have a Jab-Jab combo,
and wished to make a Flaming Jab-Jab combo, could I "upgrade" the old combo
for an extra four experience points (thus "replacing" a move in the combo,
effectively) or should I be forced to purchase an entirely new combo for
eight?

sigh.  maybe it's time to switch to Call of Cthulhu.



Group: streetfighter Message: 10216 From: Josh Diemert Date: 1/23/2001
Subject: Re: Gateway Tournament 2: The challenge continue.
--- Rinaldo Gambetta <rinaldo.gambetta@...>
wrote:
> Yup this the same background, place and tournament,
> of course you can
> continue with Artemis or make another fighter.
>


I think I will continue with Artemis. It'll be
interesting to see if she can hang on to her title.
And yes, I did find her stats. :) You'll have them
tomorrow, if you don't already have them, Rinaldo.

Josh

__________________________________________________
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Yahoo! Auctions - Buy the things you want at great prices.
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Group: streetfighter Message: 10217 From: Steve Karstensen Date: 1/23/2001
Subject: Re: Bleck
bitter much?
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, January 23, 2001 3:58 PM
Subject: Re: [streetfighter] Bleck<The First.>

Hey just send the question in to the White Wolf guys... I'm sure they will answer right away!
 
Scott
----- Original Message -----
Sent: Tuesday, January 23, 2001 10:25 AM
Subject: Re: [streetfighter] Bleck<The First.>

Have no fears that your judgment is slipping Steve. Addmittedly I haven't known you the longest by any means, but never has any of your actions/opinions put me in doubt of you fairness and objectivtiy.
 
(Butt kissing out of the way).
 
Now with the issue at had with the combos of might and dread. Well, there are enough issues that can arise. In this case dealing with Augmented baisc maneuvers I think thus far it has been cared for nicely. If you asked a player "Is a 'Jab-jab' the same as a 'FlameJab-FlameJab' combo?" I'd imagine that they'd say no they are two different combos. If they felt they were the same then I'd ensure that Every NPC jab combo was flaming. =)
Since Flaming fist is a skill that must be learned and developed, I argue that like learning how to string to jabs together, so must you know how to string to flaming fists together.
 
 They may say "Well if I know how to Flame my punch, can't I just switch it out for one of the Jabs?" and the answer to that is no: you also know how to do a Strong punch, or a Fierce punch, but you can't magically substitue it in to the comb since thier executions are different.
 
"But a jab and a flaming jab are done the same way Right?" If that were the case then there wouldn't be a Chi cost. I doubt that many of us on this group can say we know what it's actually like to implement CHI base attacks, but the fact remains you need certain skills to execute them, so they must be slightly diffrenet in their mechanism. I'm lookin at this from a sense of maintaining some of the realism to the game (Yeah, yeah I know people are going to argue that realism was alredy chucked out the window in the game, but I'd like to minimize it's effects.)
 
The other issue you present is whether or not you can just pay a point or two to just stick in a different maneuver, instead of buying an entierly different combo. The only answer I see to this is "No." If some guy has a Jab-Strong-Throw combo and later he learns back roll throw, could he just sub in the BRthrow at the end of the combo? No you'd have to develop and entierly different combo since the transition between the moves is different.
 
 What about with the precious basic attacks that can be augmented? Well since we seem to agree that their entirely different maneuvers they'd have to be listed distinctly. If you say "Sure, you can just pay a bit and change the combo to flaming fists" then you can't make the original one dissapear. Instead he gets an entirely extra combo.  This particular instance seems to me to be a good place to alow for a discount in the precense of a Sensi etc. If the guy is there to teach you how to chanel you Chi, and stick this NEW move in, they I would probably give a discount for purchasing the combos.
Tricky stuff... as always these are merely my opinions folks.
 
 
 
  
 
 
----- Original Message -----
Sent: Monday, January 22, 2001 5:52 PM
Subject: [streetfighter] Bleck.

A problem came up at last night's game.  The long and short of it is that
one of my players has been interpreting the rules a little different than me
and I've just never noticed.  May have something to do with his not always
telling me what he's doing during combat. :p anyway... it challenged a
ruling I'd made a long time ago and am sticking to for reasons I explained
in detail to the group, but I still have the feeling this wasn't handled
right.

The situation;

A fire elementalist with a Jab-Jab combo and Flaming Fist.

What happened;

He attempted to use his Flaming Fist to augment the Jabs of his combo.  When
I asked him if the combo included standard Jabs or Flaming Jabs, his
response was "it matters?"

I then explained that yes, it makes a difference, due to my (old) ruling
that adding an augmenting move (Rekka Ken, Flaming Fist, etc) to a Basic
Maneuver turns it into a Special Maneuver, and thus is a different move
entirely.  I then said that in order to use a Flaming Fist within a Combo,
it has to be purchased as part of that combo.  IE, "Flaming Jab to Flaming
Jab" or something similar.  Unfortunately, the only evidence I had in the
books to back me up was Sapphire's character sheet from the Player's Guide,
where one of her combos is listed as such.

When he continued to bitch about the fact that I'd never mentioned this
before, I ignored the fact that he rarely mentions when he's using combos in
the first place and just announces "Jab - and I flame it." (which, since I
don't often commit my players' character sheets to memory, doesn't alert me
to the fact that something might be flaky) and reminded the group that if
this rule were not in place, their opponents would be capable of using such
combos that the list fondly remembers as "Psychokinetically-Channelled
Flaming Fierce Rekka Ken".  The old Speed 10 - Damage 20 punch we argued
about so fervently on several occasions.

This "threat", coupled with the rest of the groups' opinions varying from
"Steve's right" to "I see Gerald's point but Steve's is better", I kept the
ruling as-is and told him that if he wished to convert the combo I wouldn't
make him purchase an entirely new one.  But something bugs me about the
whole ordeal.  Who would have handled it differently, and why?  Was I wrong?

Also, this brings up another point.  If I do indeed have a Jab-Jab combo,
and wished to make a Flaming Jab-Jab combo, could I "upgrade" the old combo
for an extra four experience points (thus "replacing" a move in the combo,
effectively) or should I be forced to purchase an entirely new combo for
eight?

sigh.  maybe it's time to switch to Call of Cthulhu.




Group: streetfighter Message: 10218 From: J. Scott Pittman Date: 1/24/2001
Subject: Re: Bleck
Heh. No, actually, they did answer a couple of questions for me. Although I still think it's crappy they said they would not allow a copy of street fighter books in text format.
 
Scott
----- Original Message -----
Sent: Tuesday, January 23, 2001 7:59 PM
Subject: Re: [streetfighter] Bleck<The First.>

bitter much?
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, January 23, 2001 3:58 PM
Subject: Re: [streetfighter] Bleck<The First.>

Hey just send the question in to the White Wolf guys... I'm sure they will answer right away!
 
Scott
----- Original Message -----
Sent: Tuesday, January 23, 2001 10:25 AM
Subject: Re: [streetfighter] Bleck<The First.>

Have no fears that your judgment is slipping Steve. Addmittedly I haven't known you the longest by any means, but never has any of your actions/opinions put me in doubt of you fairness and objectivtiy.
 
(Butt kissing out of the way).
 
Now with the issue at had with the combos of might and dread. Well, there are enough issues that can arise. In this case dealing with Augmented baisc maneuvers I think thus far it has been cared for nicely. If you asked a player "Is a 'Jab-jab' the same as a 'FlameJab-FlameJab' combo?" I'd imagine that they'd say no they are two different combos. If they felt they were the same then I'd ensure that Every NPC jab combo was flaming. =)
Since Flaming fist is a skill that must be learned and developed, I argue that like learning how to string to jabs together, so must you know how to string to flaming fists together.
 
 They may say "Well if I know how to Flame my punch, can't I just switch it out for one of the Jabs?" and the answer to that is no: you also know how to do a Strong punch, or a Fierce punch, but you can't magically substitue it in to the comb since thier executions are different.
 
"But a jab and a flaming jab are done the same way Right?" If that were the case then there wouldn't be a Chi cost. I doubt that many of us on this group can say we know what it's actually like to implement CHI base attacks, but the fact remains you need certain skills to execute them, so they must be slightly diffrenet in their mechanism. I'm lookin at this from a sense of maintaining some of the realism to the game (Yeah, yeah I know people are going to argue that realism was alredy chucked out the window in the game, but I'd like to minimize it's effects.)
 
The other issue you present is whether or not you can just pay a point or two to just stick in a different maneuver, instead of buying an entierly different combo. The only answer I see to this is "No." If some guy has a Jab-Strong-Throw combo and later he learns back roll throw, could he just sub in the BRthrow at the end of the combo? No you'd have to develop and entierly different combo since the transition between the moves is different.
 
 What about with the precious basic attacks that can be augmented? Well since we seem to agree that their entirely different maneuvers they'd have to be listed distinctly. If you say "Sure, you can just pay a bit and change the combo to flaming fists" then you can't make the original one dissapear. Instead he gets an entirely extra combo.  This particular instance seems to me to be a good place to alow for a discount in the precense of a Sensi etc. If the guy is there to teach you how to chanel you Chi, and stick this NEW move in, they I would probably give a discount for purchasing the combos.
Tricky stuff... as always these are merely my opinions folks.
 
 
 
  
 
 
----- Original Message -----
Sent: Monday, January 22, 2001 5:52 PM
Subject: [streetfighter] Bleck.

A problem came up at last night's game.  The long and short of it is that
one of my players has been interpreting the rules a little different than me
and I've just never noticed.  May have something to do with his not always
telling me what he's doing during combat. :p anyway... it challenged a
ruling I'd made a long time ago and am sticking to for reasons I explained
in detail to the group, but I still have the feeling this wasn't handled
right.

The situation;

A fire elementalist with a Jab-Jab combo and Flaming Fist.

What happened;

He attempted to use his Flaming Fist to augment the Jabs of his combo.  When
I asked him if the combo included standard Jabs or Flaming Jabs, his
response was "it matters?"

I then explained that yes, it makes a difference, due to my (old) ruling
that adding an augmenting move (Rekka Ken, Flaming Fist, etc) to a Basic
Maneuver turns it into a Special Maneuver, and thus is a different move
entirely.  I then said that in order to use a Flaming Fist within a Combo,
it has to be purchased as part of that combo.  IE, "Flaming Jab to Flaming
Jab" or something similar.  Unfortunately, the only evidence I had in the
books to back me up was Sapphire's character sheet from the Player's Guide,
where one of her combos is listed as such.

When he continued to bitch about the fact that I'd never mentioned this
before, I ignored the fact that he rarely mentions when he's using combos in
the first place and just announces "Jab - and I flame it." (which, since I
don't often commit my players' character sheets to memory, doesn't alert me
to the fact that something might be flaky) and reminded the group that if
this rule were not in place, their opponents would be capable of using such
combos that the list fondly remembers as "Psychokinetically-Channelled
Flaming Fierce Rekka Ken".  The old Speed 10 - Damage 20 punch we argued
about so fervently on several occasions.

This "threat", coupled with the rest of the groups' opinions varying from
"Steve's right" to "I see Gerald's point but Steve's is better", I kept the
ruling as-is and told him that if he wished to convert the combo I wouldn't
make him purchase an entirely new one.  But something bugs me about the
whole ordeal.  Who would have handled it differently, and why?  Was I wrong?

Also, this brings up another point.  If I do indeed have a Jab-Jab combo,
and wished to make a Flaming Jab-Jab combo, could I "upgrade" the old combo
for an extra four experience points (thus "replacing" a move in the combo,
effectively) or should I be forced to purchase an entirely new combo for
eight?

sigh.  maybe it's time to switch to Call of Cthulhu.





Group: streetfighter Message: 10219 From: The Reverend Doktor Date: 1/24/2001
Subject: Xtreme Fighting Update
To all Xtreme Fighters and fight fans:

Xtreme Fighting Match Three (Asteryon VS Yokahama)
Xtreme Fighting Match Four (G-Smack VS Alvarez)

Results are in! For a play-by-play of the fights,
visit
http://www.angelfire.com/rpg/xtremefighting/matchresults.html

While the third match was taking place, a brawl
erupted backstage
(http://www.angelfire.com/rpg/xtremefighting/brawl.html)

In the melee, Yves LaChance was knocked out and
suffered a serious concussion. He cannot continue, so
two alternate fighters will fight for the opportunity
to take his place in the semifinals. The fighters will
be David Duncan (Thai Kickboxing) and Keung-Li Kim
(Tae Kwan Do)

When that match is over, the semifinals begin!

Later Y'all!
-The Rev.


=====
Congratulations to George W. Bush for overcoming a crippling mental handicap to win the nation's highest office. Kudos are also in order for his family for surreptitiously rigging the election in his favor with total impunity. GODDAMMIT!!! If that PISSES YOU OFF, visit www.subgenius.com (ask for "Bob") Together we can STOP these foolish humans!!!

__________________________________________________
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Yahoo! Auctions - Buy the things you want at great prices.
http://auctions.yahoo.com/
Group: streetfighter Message: 10220 From: Rogue Tiger Date: 1/25/2001
Subject: Re: Digest Number 324
Subject: Bleck.

Um, I agree with your ruling, mostly. I think that the real problem was
perhaps your lack of diligence in policing your players (not something you
should be required to do, but is necessary with a few players).

I personally wouldn't have compromised, and would make the player pay full
cost for a whole new combo. The problem with the ambiguity comes from a lack
of attention to modifiers by the designers. However, judging from the whole
rekka ken thing, I'd say that they obviously intended the modifier to be a
prefix to the maneuver, meaning you had to have a whole different combo
(purchased seperately at full cost, i.e.: pay the full 9 points).

I support this view simply because it extends the longevity of the character
and slows down the long slippery slide to munchkinville. Heck, in my games I
actually don't even use anything that isn't in the main book, simply because
it's pretty obvious that the freelancers didn't even play the game.

Tiger
_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
Group: streetfighter Message: 10221 From: J. Scott Pittman Date: 1/25/2001
Subject: Dogs of War
Hello everyone...
 
I would like to announce that the new, improved (but yet to be spell checked) Dogs of War home page has moved. Please correct your links (I'm sure you have it in your Favorites?). The new address is:
 
 
I think the new page is much more agreeable. It has better graphics and tours easier, and the music is all listed on the front page, and is optional as you browse instead of automatic. All the links have been re-checked and are correct.
  The new page will not change the address to the Street Fighter Ring Of Champions Club. By the way, does anyone out there have a page they would like to add?
  I spent two entire days with little sleep transferring the information to the new set-up. There's some minor clean-up left, but all and all I think I like it! Please respond with your thoughts and comments. They make all the work worth while (except when I'm told the page sucks).
 
J. Scott Pittman
Group: streetfighter Message: 10222 From: Fred Chagnon Date: 1/26/2001
Subject: new email address
Just soemthing I thought the list should know.
Because of the recent eGrousp/Yahoo! merge...this group is now also
accessible by the address:

streetfighter@yahoogroups.com

Just in case anyone has email filters setup to filter by email address,
you may want to also edit that filter to include this new one.

And now back to our regularily scheduled program.....

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson
Group: streetfighter Message: 10223 From: throwrocks@bigfoot.com Date: 1/29/2001
Subject: Check this out!!!
A javascript where you enter your attributes and techniques, check
the checkboxes of moves you want, and it makes a printable combat
chart for you, including speed damage move and any important costs or
text.

good for making npcs huh?
also good cuz contenders and all the wwarriors have no chart or cards
done for them in the books.

this is version 1 with the moves from the first book, version 2 will
have ALL book's moves.

get it by clicking necro @:
http://www.geocities.com/necro6hit/

and by the way, i've started playing again so i'll start updating my
page for you guys again:)

any familiar faces left? last time i posted this was EGroups not
yahoo!:)

Matt
Group: streetfighter Message: 10224 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
I'm still here, buddy!
 
J. Scott Pittman
----- Original Message -----
Sent: Monday, January 29, 2001 7:13 PM
Subject: [streetfighter] Check this out!!!

A javascript where you enter your attributes and techniques, check
the checkboxes of moves you want, and it makes a printable combat
chart for you, including speed damage move and any important costs or
text.

good for making npcs huh?
also good cuz contenders and all the wwarriors have no chart or cards
done for them in the books.

this is version 1 with the moves from the first book, version 2 will
have ALL book's moves.

get it by clicking necro @:
http://www.geocities.com/necro6hit/

and by the way, i've started playing again so i'll start updating my
page for you guys again:)

any familiar faces left? last time i posted this was EGroups not
yahoo!:)

Matt


Group: streetfighter Message: 10225 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
That is about the coolest thing I have ever seen! Excellent!!! I can't wait till you have the rest of the Maneuvers added.
----- Original Message -----
Sent: Monday, January 29, 2001 7:13 PM
Subject: [streetfighter] Check this out!!!

A javascript where you enter your attributes and techniques, check
the checkboxes of moves you want, and it makes a printable combat
chart for you, including speed damage move and any important costs or
text.

good for making npcs huh?
also good cuz contenders and all the wwarriors have no chart or cards
done for them in the books.

this is version 1 with the moves from the first book, version 2 will
have ALL book's moves.

get it by clicking necro @:
http://www.geocities.com/necro6hit/

and by the way, i've started playing again so i'll start updating my
page for you guys again:)

any familiar faces left? last time i posted this was EGroups not
yahoo!:)

Matt


Group: streetfighter Message: 10226 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Check this out!!!
Thanks Pittman!
I bought a book on javascript and this is sort of my first large
scale project.

Pretty simple just a LOT of typing.

The players handbook is giving me the most trouble.
A buttload of new focus moves (more descriptive text than normal
moves) Plus the damn cyborgs means i have to basically type the
equations and variables for ALL focus moves 3 times!!! (once for
normal chi guys, once for cyborgs using mental stats, and once for
cyborgs using physical stats)

Focus is the largest section too, I'll be a better typist by the time
im done.

As far as version 2 goes i have everything done but players handbook
focus moves and the cyborg ways to buy them (and other chi moves).

In the end, focus moves will just have three checkboxes depending on
how your buying em.

I hope you guys appreciate it. I know it'll make MY GMing easier!!

MSM

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> That is about the coolest thing I have ever seen! Excellent!!! I
can't wait till you have the rest of the Maneuvers added.
Group: streetfighter Message: 10227 From: J. Scott Pittman Date: 1/30/2001
Subject: Re: Check this out!!!
What book do you have, and where did you get it? I'd like to know how to make script like that myself!
 
J. Scott Pittman
 
P>S> I am working on making the CHAMPS home page look more pleasing to the eye, including chopping up the different steps in creating Maneuvers into separate pages. So far I think it looks good, and shows just how simple the CHAMPS system really is. I'll let you know when I post the revamped version.
----- Original Message -----
Sent: Tuesday, January 30, 2001 4:29 PM
Subject: [streetfighter] Re: Check this out!!!

Thanks Pittman!
I bought a book on javascript and this is sort of my first large
scale project.

Pretty simple just a LOT of typing.

The players handbook is giving me the most trouble.
A buttload of new focus moves (more descriptive text than normal
moves) Plus the damn cyborgs means i have to basically type the
equations and variables for ALL focus moves 3 times!!! (once for
normal chi guys, once for cyborgs using mental stats, and once for
cyborgs using physical stats)

Focus is the largest section too, I'll be a better typist by the time
im done.

As far as version 2 goes i have everything done but players handbook
focus moves and the cyborg ways to buy them (and other chi moves).

In the end, focus moves will just have three checkboxes depending on
how your buying em.

I hope you guys appreciate it.  I know it'll make MY GMing easier!!

MSM

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> That is about the coolest thing I have ever seen! Excellent!!! I
can't wait till you have the rest of the Maneuvers added.



Group: streetfighter Message: 10228 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Bleck.
After reading this thread i looked on fei longs sheet for reference,
he has a "Fierce to Rekka Ken (Dizzy)" without naming what basic
punch to play with the rekka ken, interesting.

I think the guys writing the sf books didnt have so firm a grasp on
the rules themselves. with moves like lunging punch (needs kick
defense to block cause its low? what about fist sweep) and heart
punch (why buy it when you can get a move that does +7 REAL damage).

And who can forget the first time they were hit with the dreaded
RIPOSTE special from players Handbook? I still bear the mental scars:)

Did anyone ever decide if spending a point of Will gives you an extra
damage die? its in an example but not in the rules. was the rule left
out accidentally or the example left in accidentally?

Maybe what we needed (in our dreams) is SF:RPG Second Edition:)

Later,
Matt

> >However, Rekka-ken is not an augmenting maneuver but a maneuver.
Not to
> >mention that it is already part of a combo, a dizzy one at that -
part of
> >the maneuver description - thus can not gain any further bonus by
> >comboing. Allowing otherwise would be cheesy powergaming/rule
abuse by my
> >view.
> >
Group: streetfighter Message: 10229 From: throwrocks@bigfoot.com Date: 1/30/2001
Subject: Re: Check this out!!!
I have one by peachpit press (excellent) and another
called "javascript goodies".

both should be availiable at barnes and nobles or somewhere.

Its really not a hard script, just a LONG script.

theres a variable for each attribute and technique.
then 4 variables for each move, speed, damage, move, and text.

then the script just goes IF a checkbox is checked, run the following
equations using the variables and tells it what html to add to make
the tables etc...

"view source" on it.
it looks complicated at first but the more you study it, youll see
its really just th same thing over and over for each move.

Matt

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> What book do you have, and where did you get it? I'd like to know
how to make script like that myself!
>
> J. Scott Pittman
>
> P>S> I am working on making the CHAMPS home page look more pleasing
to the eye, including chopping up the different steps in creating
Maneuvers into separate pages. So far I think it looks good, and
shows just how simple the CHAMPS system really is. I'll let you know
when I post the revamped version.
Group: streetfighter Message: 10230 From: J. Scott Pittman Date: 1/31/2001
Subject: Re: Check this out!!!
 
I guess I'm quicker than I thought! The updated (much better looking) CHAMPS page is up.
 
J. Scott Pittman
----- Original Message -----
Sent: Tuesday, January 30, 2001 6:53 PM
Subject: [streetfighter] Re: Check this out!!!

I have one by peachpit press (excellent) and another
called "javascript goodies".

both should be availiable at barnes and nobles or somewhere.

Its really not a hard script, just a LONG script.

theres a variable for each attribute and technique.
then 4 variables for each move, speed, damage, move, and text.

then the script just goes IF a checkbox is checked, run the following
equations using the variables and tells it what html to add to make
the tables etc...

"view source" on it.
it looks complicated at first but the more you study it, youll see
its really just th same thing over and over for each move.

Matt

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> What book do you have, and where did you get it? I'd like to know
how to make script like that myself!
>
> J. Scott Pittman
>
> P>S> I am working on making the CHAMPS home page look more pleasing
to the eye, including chopping up the different steps in creating
Maneuvers into separate pages. So far I think it looks good, and
shows just how simple the CHAMPS system really is. I'll let you know
when I post the revamped version.



Group: streetfighter Message: 10231 From: J. Scott Pittman Date: 1/31/2001
Subject: Re: Bleck.
Page 33 of the Street Fighter book states that the automatic success by expending a willpower point does not "lend itself to combat". In Street Fighter, it's meant for Ability checks, not actions "in the ring".
 
J. Scott Pittman
----- Original Message -----
Sent: Tuesday, January 30, 2001 6:42 PM
Subject: [streetfighter] Re: Bleck.

After reading this thread i looked on fei longs sheet for reference,
he has a "Fierce to Rekka Ken (Dizzy)" without naming what basic
punch to play with the rekka ken, interesting.

I think the guys writing the sf books didnt have so firm a grasp on
the rules themselves.  with moves like lunging punch (needs kick
defense to block cause its low? what about fist sweep) and heart
punch (why buy it when you can get a move that does +7 REAL damage).

And who can forget the first time they were hit with the dreaded
RIPOSTE special from players Handbook? I still bear the mental scars:)

Did anyone ever decide if spending a point of Will gives you an extra
damage die? its in an example but not in the rules. was the rule left
out accidentally or the example left in accidentally?

Maybe what we needed (in our dreams) is SF:RPG Second Edition:)

Later,
Matt

> >However, Rekka-ken is not an augmenting maneuver but a maneuver.
Not to
> >mention that it is already part of a combo, a dizzy one at that -
part of
> >the maneuver description - thus can not gain any further bonus by
> >comboing. Allowing otherwise would be cheesy powergaming/rule
abuse by my
> >view.
> >


Group: streetfighter Message: 10232 From: razaarfxz@hotmail.com Date: 1/31/2001
Subject: Speed of thought... was Re: Check this out!!!
Hehe...
You're quicker than thought??
Congratulations!
What's your technique?
I want to learn.

Which takes me to the subject;
What, in the SFRPG system would
be the speed of thought?
One who could act as fast as
the speed of thought would
have a speed number of....?


Herr Tevik

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> http://www.tsixroads.com/~joespitt/CHAMPS/CHAMPS/index.htm
>
> I guess I'm quicker than I thought! The updated (much better
looking) CHAMPS page is up.
>
> J. Scott Pittman
Group: streetfighter Message: 10233 From: erik justiniano Date: 1/31/2001
Subject: Street fighter Alpha Movie
Just a flash note.....Street Fighter Alpha the Movie.....SUCKS!!!
.........(becareful of the Dark Hadou!!)
Erik
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Group: streetfighter Message: 10234 From: shadowpk@aol.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
No Way. I hope your not watching the dubbed version.

Bri
Group: streetfighter Message: 10235 From: anton_figueroa@juno.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
From what I've seen of the Alpha anime, it was actually pretty good. I'm
just disappointed Karin isn't there.

Tony
Group: streetfighter Message: 10236 From: erik justiniano Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
I just went yesterday and got the DVD which includes English and Japanese
versions. I saw the Jpn. version...
It has good things, comic situations, but the plot is a lame one. You can't
compare it to the Street Fighter II Animated Movie. I mean it begins OK and
you belief something great is going to happen between Ryu and Akuma because
of the first minutes of the movie, but......well .....get a seat and watch
it for your self.
Erik

>From: shadowpk@...
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: Re: [streetfighter] Street fighter Alpha Movie
>Date: Wed, 31 Jan 2001 08:37:32 EST
>
>No Way. I hope your not watching the dubbed version.
>
>Bri

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Group: streetfighter Message: 10237 From: shadowpk@aol.com Date: 1/31/2001
Subject: Re: Street fighter Alpha Movie
I hear ya about the ending.. but it was still way better than Street Fighter
II V. Nothing will ever compare to the japanese version of the original II
movie.

Bri
Group: streetfighter Message: 10238 From: throwrocks@bigfoot.com Date: 1/31/2001
Subject: Re: Bleck.
yes but in the combat section on page 141 in turn 6 jade spends a
point to add an extra die of damage (not an extra success, she still
has to roll it) beacause she "wants to give it her best shot"...


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> Page 33 of the Street Fighter book states that the automatic
success by expending a willpower point does not "lend itself to
combat". In Street Fighter, it's meant for Ability checks, not
actions "in the ring".
>
> J. Scott Pittman
Group: streetfighter Message: 10239 From: throwrocks@bigfoot.com Date: 1/31/2001
Subject: Speed of thought... was Re: Check this out!!!
I say it would be your wits.
you could have a focus special "speed of thought" which substitutes
wits for the moves normal speed modifier.

for example:
"Dex3Wits3Guy" is gonna do a suplex (speed:Dex+0=3) but he plays the
augmenting card "speed of thought" along with it, spending 1 or 2
chi, and does it faster (speed:Dex+Wits=6)

or you could even add it to the modifier instead of replacing it like
this:
"Dex3Wits3Guy" is gonna do a Tiger knee (speed:Dex+3=6) but he plays
the augmenting card "speed of thought" along with it, spending 1 or 2
chi, and does it faster (speed:Dex+Wits+3=9)

Sounds unbalancing at first but really going first aint everything.
hell if your dizzy you cant act at all so going first is no big deal.

If you think of the rest of the specifics for such a move please post
em 4 me.


--- In streetfighter@y..., razaarfxz@h... wrote:
> Which takes me to the subject;
> What, in the SFRPG system would
> be the speed of thought?
> One who could act as fast as
> the speed of thought would
> have a speed number of....?
>
>
> Herr Tevik
>
Group: streetfighter Message: 10240 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Bleck.
Well, well, well. It certainly "lent itself to combat", didn't it? WW had their heads up their butts writing this game. Don't get me wrong, it's the best game they made, IMO, but they still had their heads up their butts.
  I suppose I have to agree with you. Characters can use a point of Willpower to add a dice in combat situations. Or can they? The rules say different, maybe the example is wrong?
 
J. Scott Pittman
----- Original Message -----
Sent: Wednesday, January 31, 2001 8:09 PM
Subject: [streetfighter] Re: Bleck.

yes but in the combat section on page 141 in turn 6 jade spends a
point to add an extra die of damage (not an extra success, she still
has to roll it) beacause she "wants to give it her best shot"...


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> Page 33 of the Street Fighter book states that the automatic
success by expending a willpower point does not "lend itself to
combat". In Street Fighter, it's meant for Ability checks, not
actions "in the ring".
>
> J. Scott Pittman



Group: streetfighter Message: 10241 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
I'd say Speed of the Mongoose plays out pretty well for Speed of Thought.
 
J. Scott Pittman
----- Original Message -----
Sent: Wednesday, January 31, 2001 8:19 PM
Subject: [streetfighter] Speed of thought... was Re: Check this out!!!

I say it would be your wits.
you could have a focus special "speed of thought" which substitutes
wits for the moves normal speed modifier.

for example:
"Dex3Wits3Guy" is gonna do a suplex (speed:Dex+0=3) but he plays the
augmenting card "speed of thought" along with it, spending 1 or 2
chi, and does it faster (speed:Dex+Wits=6)

or you could even add it to the modifier instead of replacing it like
this:
"Dex3Wits3Guy" is gonna do a Tiger knee (speed:Dex+3=6) but he plays
the augmenting card "speed of thought" along with it, spending 1 or 2
chi, and does it faster (speed:Dex+Wits+3=9)

Sounds unbalancing at first but really going first aint everything. 
hell if your dizzy you cant act at all so going first is no big deal.

If you think of the rest of the specifics for such a move please post
em 4 me.


--- In streetfighter@y..., razaarfxz@h... wrote:
> Which takes me to the subject;
> What, in the SFRPG system would
> be the speed of thought?
> One who could act as fast as
> the speed of thought would
> have a speed number of....?
>
>
> Herr Tevik
>



Group: streetfighter Message: 10242 From: Steve Karstensen Date: 2/1/2001
Subject: Re: Bleck.
actually, I think it was just rushed...
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Date: Thursday, February 01, 2001 12:01 AM
Subject: Re: [streetfighter] Re: Bleck.

Well, well, well. It certainly "lent itself to combat", didn't it? WW had their heads up their butts writing this game. Don't get me wrong, it's the best game they made, IMO, but they still had their heads up their butts.
  I suppose I have to agree with you. Characters can use a point of Willpower to add a dice in combat situations. Or can they? The rules say different, maybe the example is wrong?
 
J. Scott Pittman
----- Original Message -----
Sent: Wednesday, January 31, 2001 8:09 PM
Subject: [streetfighter] Re: Bleck.

yes but in the combat section on page 141 in turn 6 jade spends a
point to add an extra die of damage (not an extra success, she still
has to roll it) beacause she "wants to give it her best shot"...


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> Page 33 of the Street Fighter book states that the automatic
success by expending a willpower point does not "lend itself to
combat". In Street Fighter, it's meant for Ability checks, not
actions "in the ring".
>
> J. Scott Pittman




Group: streetfighter Message: 10243 From: razaarfxz@hotmail.com Date: 2/1/2001
Subject: Speed of thought... was Re: Check this out!!!
Nah.
Speed of the Mongoose means
you paddle around a while,
preparing yourself to
launch an attack at
just the right moment.

I want speed of thought.
Adding wits sounds ok,
but might become too much.
I'm thinking about it.

Speed is not all.
but the thing we've concluded
in our mystical orient-type
campaign is;
Speed is very important,
and first strike most of all.
when you've hurt your opponent,
he's gonna have to overcome the pain
before he can overcome you.

I don't like the players
evolving into Speed Freaks,
but as speed is relevant,
focusing on it and making
thought and action to be
the same seems plausible
for some kinds of characters.


Herr Tevik, at speed.


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> I'd say Speed of the Mongoose plays out pretty well for Speed of
Thought.
>
> J. Scott Pittman
Group: streetfighter Message: 10244 From: erik justiniano Date: 2/1/2001
Subject: Re: Street fighter Alpha Movie
YOU GOT IT!!! =-)

>From: shadowpk@...
>Reply-To: streetfighter@yahoogroups.com
>To: streetfighter@yahoogroups.com
>Subject: Re: [streetfighter] Street fighter Alpha Movie
>Date: Wed, 31 Jan 2001 15:42:41 EST
>
>I hear ya about the ending.. but it was still way better than Street
>Fighter
>II V. Nothing will ever compare to the japanese version of the original II
>movie.
>
>Bri

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Group: streetfighter Message: 10245 From: The Reverend Doktor Date: 2/1/2001
Subject: Speed of thought
> hell if your dizzy you cant act at all so going
> first is no big deal.

Huh? Who said that? Of course it's a big deal! If you
go first, and you Dizzy your opponent, he can't act.
If you go first and Knock him Down, he can't act.
Going first is a huge advantage. That's why I hate
giving beginning PC's Dex 5 and Wits 4. Might as well
just hand them a set of loaded dice.



=====
Congratulations to George W. Bush for overcoming a crippling mental handicap to win the nation's highest office. Kudos are also in order for his family for surreptitiously rigging the election in his favor with total impunity. GODDAMMIT!!! If that PISSES YOU OFF, visit www.subgenius.com (ask for "Bob") Together we can STOP these foolish humans!!!

__________________________________________________
Get personalized email addresses from Yahoo! Mail - only $35
a year! http://personal.mail.yahoo.com/
Group: streetfighter Message: 10246 From: J. Scott Pittman Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
But what you don't want to do is start giving players unreal abilities. Super-speed of thought. Super-dooper damage. Killer-Dragon disintigration fireballs from hell, stuff like that. This sort of thing gets out of hand very quickly. But if you want, you can use my system from Legends:
 

ULTRA - EFFECT

Special Note: A character must have a 5 in an appropriate Background (Mutant, Superhero, Cybernetics, etc) to even be elegible to purchase Ultra-Effect for any Attribute of Maneuver.

Game Effect: This is not a power, really, but instead a Boost that makes a Power "super". It is listed here because it can give a character such "super powers" as Super Strength, Super Resistance to damage, and the like. The Ultra effect is purchased one time for each Attribute or Power that it augments. Note that normally this will only apply to Strength, Stamina or an Attack Power (or Dexterity, see below). Other Ultra Effects can cause serious game problems. be careful when allowing players to choose Ultra Effects. In some campaigns it might not be allowed for player characters at all.

Each dot of Ultra Effect makes each success worth many more successes. the following chart shows the multiplier:

level one x 2: Cost: 100 Power Points

level two x 5: 250 Power Points

level three x 10: 500 Power Points

level four x 15: 750 Power Points

level five x 25 Cost: 1000 Power Points

So a character with a Ultra Effect: Strength (level 3) that rolls for damage using his own Strength of 4, and gets 2 successes, now has 20 successes! if he would have had Ultra Effect at 5, he would have had 50 successes!

Player characters are normally not allowed to have Ultra Effects on powers that are not basely physical. Mental attacks, attacks that bind or capture, and the like are not candidates for Ultra Effects. this is basically a "hack and slash" type of boost.

SUPER STRENGTH

The character is super-strong. The character would be able to lift vast amount of weight and cause unbelievable damage using his bare hands.

SUPER STAMINA

Usually purchased right along with super-strength, this allows the character to soak Deadly attacks, and also multiplies the effect of health points. Each health point is multiplied by the same factor as Stamina, so a character that has Super-Stamina 3 has Health points worth 10 health each. If a character hit such a sturdy being for 20 levels of Health, he would actually only take 2 Health in damage. Any remaining damage is "lost". If the same character took 32 points of damage, he would take three Health, and "lose the remaining 2 points. If you want to hit a character with super-stamina, you better hit him good.

SUPER ATTACK

This is just a Maneuver with Ultra-Effect for Damage. the Storyteller should remember the basis of the attack carefully when applying the effects of an Ultra-Attack. For example, Ultra-fire might be more likely to spread.

SUPERSPEED

Superspeed is simply Ultra-Effect Dexterity. With "Ultra-Dex", the character could take more Maneuvers than a regular character. At level one the character has two actions instead of one during a turn. At level two, this becomes three, at level three this becomes four, at level four this becomes five, and at level five this becomes six! However, this is optional during each scene. If the character wishes to use the option to have more than one turn, then the character must pay one Energy (Chi) for each extra action taken. The character's Speed for any Maneuver is also increased by the amount of Chi spent during the turn (but the Storyteller might rule that the character needs to spend more Energy per Maneuver if the scene is longer than usual or the character is engaged in heavy activity.

----- Original Message -----
Sent: Thursday, February 01, 2001 4:39 AM
Subject: [streetfighter] Speed of thought... was Re: Check this out!!!

Nah.
Speed of the Mongoose means
you paddle around a while,
preparing yourself to
launch an attack at
just the right moment.

I want speed of thought.
Adding wits sounds ok,
but might become too much.
I'm thinking about it.

Speed is not all.
but the thing we've concluded
in our mystical orient-type
campaign is;
Speed is very important,
and first strike most of all.
when you've hurt your opponent,
he's gonna have to overcome the pain
before he can overcome you.

I don't like the players
evolving into Speed Freaks,
but as speed is relevant,
focusing on it and making
thought and action to be
the same seems plausible
for some kinds of characters.


Herr Tevik, at speed.


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> I'd say Speed of the Mongoose plays out pretty well for Speed of
Thought.
>
> J. Scott Pittman



Group: streetfighter Message: 10247 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Bleck.
As my group plays the game, a character may spend One will per round for
an automatic success OR for soak (to take a success away from a damage
test on them) in addition to spending will to perform maneuvers.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 10248 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
You could just start bringing in the Aberrant rules... from White Wolf.
Character can buy dots in MegaWits or MegaDex or MegaStrength.

Some players keep joking that once we get far enough in our game, let's
just have the characters find Cloths and make it into Saint Seiya. Sorry,
old anime reference.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 10249 From: anton_figueroa@juno.com Date: 2/1/2001
Subject: Re: Speed of thought
On Thu, 1 Feb 2001 09:50:30 -0800 (PST) The Reverend Doktor
<robotomizer@...> writes:
> > hell if your dizzy you cant act at all so going
> > first is no big deal.
>
> Huh? Who said that? Of course it's a big deal! If you
> go first, and you Dizzy your opponent, he can't act.
> If you go first and Knock him Down, he can't act.
> Going first is a huge advantage. That's why I hate
> giving beginning PC's Dex 5 and Wits 4. Might as well
> just hand them a set of loaded dice.

Not, really. In our game, every PC started with a DEX of 5 except the
Focus user. However, every character is not fast as another depending on
their moves. I give most NPCs Dex's of 5 unless they make up for it in
other areas.
I suppose I deal with it from the viewpiont: if you have the control and
speed to be a Street Fighter, you probably have a DEX of five. So far
though, only the Focus user has a Wits of 4 or higher. Only 2 of the 5
PCs have 14 or more Health.
We're playing on a level of everyone having about 200 XP.
We've been playing for about one year without hardly any missed weeks.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 10250 From: razaarfxz@hotmail.com Date: 2/2/2001
Subject: Speed of thought... was Re: Check this out!!!
Akgh...


<Herr Tevik finally manages to draw breath>

Two...Hundred...Power points....
How much XP would these players receive
after one session?
That is eight hundred XP!!!

I really prefer making a maneuver
that takes rigourous discipline (in character...)
and a chi and or willpower cost
to add speed to some basic maneuvers...

Herr Tevik, out of breath...
--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> But what you don't want to do is start giving players unreal
abilities. Super-speed of thought. Super-dooper damage. Killer-Dragon
disintigration fireballs from hell, stuff like that. This sort of
thing gets out of hand very quickly. But if you want, you can use my
system from Legends:
>
> ULTRA - EFFECT
>
Group: streetfighter Message: 10251 From: razaarfxz@hotmail.com Date: 2/2/2001
Subject: Speed of thought...
<-as oxygen starts flowing back into the brain->
Of course.
I agree that Sooper-dooper-hyper-over-mega-attacks doing
sooper-dooper-hyper-over-mega-damage is definitely over the top.
But... Things like a possible speed of thought maneuver
should only occur in a setting where it belongs.
Like a Hong Kong fantasy setting? A Superhero-setting?
(a you-get-the-point-setting.)

I get associations to Quake coders that make
Shotgun-that-shoots-zillion-rockets-and-lightning-and-makes-
everything-on-this-level-die-with-immediate-effect type weapons.

That is NOT what I want to achieve.
Is it possible to balance it?

Herr Tevik


--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> But what you don't want to do is start giving players unreal
abilities. Super-speed of thought. Super-dooper damage. Killer-Dragon
disintigration fireballs from hell, stuff like that. This sort of
thing gets out of hand very quickly.
Group: streetfighter Message: 10252 From: Steve Karstensen Date: 2/2/2001
Subject: Re: Check this out!!!
a good book on Javascript can be gotten from O'Reilly.  They make the best reference works I've ever read.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Date: Tuesday, January 30, 2001 9:09 PM
Subject: Re: [streetfighter] Re: Check this out!!!

What book do you have, and where did you get it? I'd like to know how to make script like that myself!
 
J. Scott Pittman
 
P>S> I am working on making the CHAMPS home page look more pleasing to the eye, including chopping up the different steps in creating Maneuvers into separate pages. So far I think it looks good, and shows just how simple the CHAMPS system really is. I'll let you know when I post the revamped version.
----- Original Message -----
Sent: Tuesday, January 30, 2001 4:29 PM
Subject: [streetfighter] Re: Check this out!!!

Thanks Pittman!
I bought a book on javascript and this is sort of my first large
scale project.

Pretty simple just a LOT of typing.

The players handbook is giving me the most trouble.
A buttload of new focus moves (more descriptive text than normal
moves) Plus the damn cyborgs means i have to basically type the
equations and variables for ALL focus moves 3 times!!! (once for
normal chi guys, once for cyborgs using mental stats, and once for
cyborgs using physical stats)

Focus is the largest section too, I'll be a better typist by the time
im done.

As far as version 2 goes i have everything done but players handbook
focus moves and the cyborg ways to buy them (and other chi moves).

In the end, focus moves will just have three checkboxes depending on
how your buying em.

I hope you guys appreciate it.  I know it'll make MY GMing easier!!

MSM

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> That is about the coolest thing I have ever seen! Excellent!!! I
can't wait till you have the rest of the Maneuvers added.




Group: streetfighter Message: 10253 From: The Reverend Doktor Date: 2/2/2001
Subject: Speed
--- anton_figueroa@... wrote:
> ... In our game, every PC started with a
> DEX of 5 except the
> Focus user. I give most NPCs Dex's of 5 unless they
> make up for it in
> other areas.
> I suppose I deal with it from the viewpiont: if you
> have the control and
> speed to be a Street Fighter, you probably have a
> DEX of five.

Okay, first: by giving everyone dex five you are
effectively negating the role of dexterity in combat.
You could give everyone dex one and the playing field
would be just as even. Second: by the same token you
could proclaim that anybody who has the physical
endurance to be a street fighter probably has a
stamina of five, and to be strong enough would also
have a strength of five. Why not simply put five dots
in everything? ;)



=====
Congratulations to George W. Bush for overcoming a crippling mental handicap to win the nation's highest office. Kudos are also in order for his family for surreptitiously rigging the election in his favor with total impunity. GODDAMMIT!!! If that PISSES YOU OFF, visit www.subgenius.com (ask for "Bob") Together we can STOP these foolish humans!!!

__________________________________________________
Get personalized email addresses from Yahoo! Mail - only $35
a year! http://personal.mail.yahoo.com/
Group: streetfighter Message: 10254 From: anton_figueroa@juno.com Date: 2/3/2001
Subject: Re: Speed
> Okay, first: by giving everyone dex five you are
> effectively negating the role of dexterity in combat.
> You could give everyone dex one and the playing field
> would be just as even. Second: by the same token you
> could proclaim that anybody who has the physical
> endurance to be a street fighter probably has a
> stamina of five, and to be strong enough would also
> have a strength of five. Why not simply put five dots
> in everything? ;)

Eh, some people have more. Some people have less. I never said EVERYONE
had a dex of 5. And if you put many dots somewhere, you can't have as
many elsewhere.
You can always show the person with the dex of 5 that speed isn't
everything when they face the person with the STR 5 DEX 1 STA 5 (for
example). Go ahead, hit me. My counterattack will knock you senseless. Of
course, you have to have good strategy to make it work.

It hasn't been a problem in our game so we're obviously not doing
anything wrong.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 10255 From: J. Scott Pittman Date: 2/3/2001
Subject: Re: Speed of thought... was Re: Check this out!!!
Well, you can always adjust the prices of those if you like, but that's where you begin getting into some characters that will simply crush anyone they come into contact with.
  However, you could restrict every character to the same level of Ultra-Effect and give it to them for free. Then you would have a Dragonball Z kind of game going on. Pretty cool.
 
Scott
 
----- Original Message -----
Sent: Friday, February 02, 2001 4:34 AM
Subject: [streetfighter] Speed of thought... was Re: Check this out!!!

Akgh...


<Herr Tevik finally manages to draw breath>

Two...Hundred...Power points....
How much XP would these players receive
after one session?
That is eight hundred XP!!!

I really prefer making a maneuver
that takes rigourous discipline (in character...)
and a chi and or willpower cost
to add speed to some basic maneuvers...

Herr Tevik, out of breath...
--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> But what you don't want to do is start giving players unreal
abilities. Super-speed of thought. Super-dooper damage. Killer-Dragon
disintigration fireballs from hell, stuff like that. This sort of
thing gets out of hand very quickly. But if you want, you can use my
system from Legends:
>
> ULTRA - EFFECT
>



Group: streetfighter Message: 10256 From: Soldar Date: 2/3/2001
Subject: Contenders for sale
Just a heads up...while poking around E-bay, I found
>>>>>>>
Title of item: Street Fighter:  Contenders - White Wolf
Seller: dragkeep@...
Starts: Jan-29-01 16:37:16 PST
Ends: Feb-03-01 16:37:16 PST
Price: Starts at $4.00
To bid on the item, go to: http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=551570664

Don't know if anyone looking for it, mut I thought I'd mention it.
Group: streetfighter Message: 10257 From: throwrocks@bigfoot.com Date: 2/3/2001
Subject: Re: Speed
Well first: By giving everyone 1 action per round white wolf
effectively negated the role of dexterity/speed in combat.

C'mon, chun li can only do 1 jab in the time it takes zangief to do 1
fierce???

Swapping hits was the worst idea they had when making this game.
Their should be some kind of system where fast characters get more
actions in a turn. And different moves count as different # of
actions depending on their speed rating.




> Okay, first: by giving everyone dex five you are
> effectively negating the role of dexterity in combat.
> You could give everyone dex one and the playing field
> would be just as even. Second: by the same token you
> could proclaim that anybody who has the physical
> endurance to be a street fighter probably has a
> stamina of five, and to be strong enough would also
> have a strength of five. Why not simply put five dots
> in everything? ;)
>
>
Group: streetfighter Message: 10258 From: J. Scott Pittman Date: 2/3/2001
Subject: Re: Speed
I've known lots of amateurs that play video games where it would indeed take chun li an entire round to make a jab. Then again, you could design a multi-jab Maneuver of your own, and add it to any character you like (or just to ones with high Dex if you make it a requirement).
 
J. Scott Pittman
----- Original Message -----
Sent: Saturday, February 03, 2001 12:16 PM
Subject: [streetfighter] Re: Speed

Well first: By giving everyone 1 action per round white wolf
effectively negated the role of dexterity/speed in combat.

C'mon, chun li can only do 1 jab in the time it takes zangief to do 1
fierce???

Swapping hits was the worst idea they had when making this game. 
Their should be some kind of system where fast characters get more
actions in a turn.  And different moves count as different # of
actions depending on their speed rating.




> Okay, first: by giving everyone dex five you are
> effectively negating the role of dexterity in combat.
> You could give everyone dex one and the playing field
> would be just as even. Second: by the same token you
> could proclaim that anybody who has the physical
> endurance to be a street fighter probably has a
> stamina of five, and to be strong enough would also
> have a strength of five. Why not simply put five dots
> in everything? ;)
>
>


Group: streetfighter Message: 10259 From: J. Scott Pittman Date: 2/3/2001
Subject: Screen for sale
The Street Fighter Storyteller's Screen is for sale at:
 
 
There is only one copy. First come first served. Please e-mail me before sending payment to make sure it's still available.
 
J. Scott Pittman
----- Original Message -----
Sent: Friday, February 02, 2001 2:12 PM
Subject: Re: [streetfighter] Re: Check this out!!!

a good book on Javascript can be gotten from O'Reilly.  They make the best reference works I've ever read.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@yahoogroups.com <streetfighter@yahoogroups.com>
Date: Tuesday, January 30, 2001 9:09 PM
Subject: Re: [streetfighter] Re: Check this out!!!

What book do you have, and where did you get it? I'd like to know how to make script like that myself!
 
J. Scott Pittman
 
P>S> I am working on making the CHAMPS home page look more pleasing to the eye, including chopping up the different steps in creating Maneuvers into separate pages. So far I think it looks good, and shows just how simple the CHAMPS system really is. I'll let you know when I post the revamped version.
----- Original Message -----
Sent: Tuesday, January 30, 2001 4:29 PM
Subject: [streetfighter] Re: Check this out!!!

Thanks Pittman!
I bought a book on javascript and this is sort of my first large
scale project.

Pretty simple just a LOT of typing.

The players handbook is giving me the most trouble.
A buttload of new focus moves (more descriptive text than normal
moves) Plus the damn cyborgs means i have to basically type the
equations and variables for ALL focus moves 3 times!!! (once for
normal chi guys, once for cyborgs using mental stats, and once for
cyborgs using physical stats)

Focus is the largest section too, I'll be a better typist by the time
im done.

As far as version 2 goes i have everything done but players handbook
focus moves and the cyborg ways to buy them (and other chi moves).

In the end, focus moves will just have three checkboxes depending on
how your buying em.

I hope you guys appreciate it.  I know it'll make MY GMing easier!!

MSM

--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> That is about the coolest thing I have ever seen! Excellent!!! I
can't wait till you have the rest of the Maneuvers added.





Group: streetfighter Message: 10260 From: Karl-Erlend Mikalsen Date: 2/3/2001
Subject: SV: [streetfighter] Speed of thought... was Re: Check this out!!!
Since this is my first mail to the group.,.hello everyone.
 
I guess I am by far the least experienced SF-knower here but I just as well might pummel out what I think.
Just replace dex for wits. It gives you extra speed to normal attack if you for some reason(spellcaster)  have more wits than dex. You might even throw in a +1 bonus. That way your Dex3Wits3Jabbing fellow goes from '3(Dex)+2(Jab)=5' to '3+1(Wits+1)+2(Jab)=6'
and your Dex3Wits5Jabbing fellow goes from speed 5 to speed 8. I think that falls well under those "mindovermatter" theories so many of the styles seem to think they belong to.
I do seemto remember some maneuver doing this allready, but I am not alltogether sure about this. Ill try to chek up on it.
----- Original Message -----
Sent: Saturday, February 03, 2001 2:09 PM
Subject: Re: [streetfighter] Speed of thought... was Re: Check this out!!!

Well, you can always adjust the prices of those if you like, but that's where you begin getting into some characters that will simply crush anyone they come into contact with.
  However, you could restrict every character to the same level of Ultra-Effect and give it to them for free. Then you would have a Dragonball Z kind of game going on. Pretty cool.
 
Scott
 
----- Original Message -----
Sent: Friday, February 02, 2001 4:34 AM
Subject: [streetfighter] Speed of thought... was Re: Check this out!!!

Akgh...


<Herr Tevik finally manages to draw breath>

Two...Hundred...Power points....
How much XP would these players receive
after one session?
That is eight hundred XP!!!

I really prefer making a maneuver
that takes rigourous discipline (in character...)
and a chi and or willpower cost
to add speed to some basic maneuvers...

Herr Tevik, out of breath...
--- In streetfighter@y..., "J. Scott Pittman" <joespitt@t...> wrote:
> But what you don't want to do is start giving players unreal
abilities. Super-speed of thought. Super-dooper damage. Killer-Dragon
disintigration fireballs from hell, stuff like that. This sort of
thing gets out of hand very quickly. But if you want, you can use my
system from Legends:
>
> ULTRA - EFFECT
>




Group: streetfighter Message: 10261 From: anton_figueroa@juno.com Date: 2/4/2001
Subject: Re: Check this out!!!
Is there a page someone can direct me to so that I can learn the Cyborg
rules? I don't know when I'll ever see a copy of the players manual.

Thanks
Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 10262 From: Wayne French Date: 2/5/2001
Subject: Re: Speed
How about how shadowrun handles things?
Everyone has like an iniative pool and every 15 points they get an
action. Itsbeen a while since I played shadowrun, does anyone here
know what I am talking about?

hmm . . give maneuvers a Speed Value. All maneuvers have a speed
Value of 8. Like say Fierce Punch takes 1 Speed, so it takes 7
iniative to use, it eats up of the characters initiative.

I think it would be based on Dexterity + Wits x2 (so a maximum of 32
with a maxed out super character.)

Example: Dave (Base initiative: 8) vs. Ron (Base initiative: 7)
Dave has a 4 dex and 4 wits, while Ron has 4 dex and a 3 wits.
Each roll iniative 1d10 + thier base. Dave gets a 7 + his base (8) is
a total of 15. And Ron gets a 1 + his base (7) is a total of 8.

Dave decides to use a Jab at 15(jab has +2 speed so its a 6
initiative), and a Roundhouse at 9(roundhouse has a -1 speed so its a
9 initiative). Once both actions were taken care of Ron would act if
he wasnt dizzy. Ron coulnt get more than 1 action off though.

here is the problem of this combat type: Speed of the Mongoose. what
+6 speed a character could get a whole extra attack off?

The combat turns would be broken down by the initiative of the
characters.

Am I typing non-sense, or does someone out there think they could
take this and tweek it a bit?

Later dudes



--- In streetfighter@y..., throwrocks@b... wrote:
> Well first: By giving everyone 1 action per round white wolf
> effectively negated the role of dexterity/speed in combat.
>
> C'mon, chun li can only do 1 jab in the time it takes zangief to do
1
> fierce???
>
> Swapping hits was the worst idea they had when making this game.
> Their should be some kind of system where fast characters get more
> actions in a turn. And different moves count as different # of
> actions depending on their speed rating.
>
>
~ ~ ~ ~ (SNIP) ~ ~ ~ ~