☰ Menu ↓
☰ Menu ↑

Archive Home

Archived by: sfrpg.com

Yahoo! Group

Messages Page 257 of 327.

Group: streetfighter Message: 12816 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12817 From: Blue Dorian Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12818 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12819 From: The King of Chickens 2001 Date: 3/11/2002
Subject: Re: Yet another detailed supercombo system
Group: streetfighter Message: 12820 From: Tony Figueroa Date: 3/11/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12821 From: Tony Figueroa Date: 3/11/2002
Subject: Homebrewed list of DOA contenders
Group: streetfighter Message: 12822 From: Jason Obeston Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12823 From: Jeff Yurkiw Date: 3/12/2002
Subject: Re: Yet another detailed supercombo system
Group: streetfighter Message: 12824 From: The King of Chickens 2001 Date: 3/12/2002
Subject: Re: Yet another detailed supercombo system
Group: streetfighter Message: 12825 From: Fred Chagnon Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12826 From: galin_ra Date: 3/12/2002
Subject: Re: Styles (lack of)
Group: streetfighter Message: 12827 From: necro6hit Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12828 From: necro6hit Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12829 From: necro6hit Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12830 From: necro6hit Date: 3/12/2002
Subject: inphobia
Group: streetfighter Message: 12831 From: Kim Foster Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12832 From: mean_liar Date: 3/12/2002
Subject: 'Official' World Warriors -- a little weak?
Group: streetfighter Message: 12833 From: mean_liar Date: 3/12/2002
Subject: Training Time
Group: streetfighter Message: 12834 From: mean_liar Date: 3/12/2002
Subject: Best World Warrior (as written)
Group: streetfighter Message: 12835 From: The King of Chickens 2001 Date: 3/12/2002
Subject: Re: 'Official' World Warriors -- a little weak?
Group: streetfighter Message: 12836 From: cliff rice Date: 3/12/2002
Subject: Re: 'Official' World Warriors -- a little weak?
Group: streetfighter Message: 12837 From: necro6hit Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12838 From: necro6hit Date: 3/12/2002
Subject: Re: Best World Warrior (as written)
Group: streetfighter Message: 12839 From: necro6hit Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12840 From: Jeff Yurkiw Date: 3/12/2002
Subject: Re: Yet another detailed supercombo system
Group: streetfighter Message: 12841 From: mean_liar Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12842 From: necro6hit Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12843 From: Kim Foster Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12844 From: Kim Foster Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12845 From: galin_ra Date: 3/12/2002
Subject: Re: Training Time
Group: streetfighter Message: 12846 From: galin_ra Date: 3/12/2002
Subject: Re: 'Official' World Warriors -- a little weak?
Group: streetfighter Message: 12847 From: galin_ra Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12848 From: DurgaIX@aol.com Date: 3/12/2002
Subject: Re: Best World Warrior (as written)
Group: streetfighter Message: 12849 From: Tony Figueroa Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12850 From: Tony Figueroa Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12851 From: nat_drest Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12852 From: Tony Figueroa Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12853 From: Tony Figueroa Date: 3/12/2002
Subject: Re: 'Official' World Warriors -- a little weak?
Group: streetfighter Message: 12854 From: Tony Figueroa Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12855 From: Spirto . Date: 3/12/2002
Subject: Yahoo Groups Outage
Group: streetfighter Message: 12856 From: Fred Chagnon Date: 3/12/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12857 From: Jeff Yurkiw Date: 3/12/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12858 From: nat_drest Date: 3/13/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12859 From: nat_drest Date: 3/13/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12860 From: galin_ra Date: 3/13/2002
Subject: Re: Speedy fighters
Group: streetfighter Message: 12861 From: necro6hit Date: 3/13/2002
Subject: Re: Homebrewed list of DOA contenders
Group: streetfighter Message: 12862 From: Fred Chagnon Date: 3/13/2002
Subject: Re: Training Time
Group: streetfighter Message: 12863 From: Chris Hoffmann Date: 3/13/2002
Subject: Re: How can i get removed from the list?
Group: streetfighter Message: 12864 From: Chris Hoffmann Date: 3/13/2002
Subject: Re: New poll for streetfighter
Group: streetfighter Message: 12865 From: Chris Hoffmann Date: 3/13/2002
Subject: Re: 'Official' World Warriors -- a little weak?



Group: streetfighter Message: 12816 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
At 11:30 PM 3/11/02 -0000, you wrote:
>your still not getting me.
>(see below)
>
>--- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
> I think what is be saying is that some (my group included) play it
>like once
>> you interup to move out of the way and declare finished moving,
>thats it.
>> your turn is over as well. You can't waltz back up and hit him in
>perfect
>> safty.
>
>
>not that round. you waltz back and hit him in perfect safety NEXT
>round when you have another turn.

And that next round, when your return and hit the big guy first. You have to
stand there and be hit back by the slow guys action that turn. If your not
in range, then the big guy doesn't swing at the empty air, at least thats
the way we saw it. It seemed like common sense.
Group: streetfighter Message: 12817 From: Blue Dorian Date: 3/11/2002
Subject: Re: Speedy fighters
>
>And that next round, when your return and hit the big guy first. You have
>to
>stand there and be hit back by the slow guys action that turn. If your not
>in range, then the big guy doesn't swing at the empty air, at least thats
>the way we saw it. It seemed like common sense.
>
>
>


here's the way it goes - fighters compare speeds. Slower guy has punch.
Faster guy moves back, slower guy whiffs. Next round, faster guy lets slower
opponent goes first and doesn't interrupt him. He's far enough away that
slower opponent whiffs again. Faster opponent then steps in and connects
with relatively light punch. That's what he's saying - but not what I'm
saying.

Basically, if you had the knockdown or grab-based maneuvers, why
-wouldn't- you use anything other than them? Keep the opponent on the
defensive. Let's take, for instance, a fighter with dex 5 and head bite with
head bite-headbite-headbite. He goes on 5-7-7. A dex 2 fighter could abort
to a move and tie on the first, but couldn't do anything about the second
and third. And he loses his action then - No cost. A dex 3 fighter can only
block, which is useless, to go to a tie for the second and third. The dex 2
fighter can only tie if he, also, has a move-move combo, which he probably
doesn't. Or Siberian Bear Crusher, which gives bonus moves and knocks down.

See - The problem with just whiffing and not doing a grab or knockdown is
that a slow fighter can have a large Athletics and take maneuvers that will
give him bonuses to move. It only becomes a problem with Grabs and
Knockdowns because there's no real reason not to knock them down.

_________________________________________________________________
Join the world�s largest e-mail service with MSN Hotmail.
http://www.hotmail.com
Group: streetfighter Message: 12818 From: Kim Foster Date: 3/11/2002
Subject: Re: Speedy fighters
At 12:34 AM 3/12/02, you wrote:
>>
>>And that next round, when your return and hit the big guy first. You have
>>to
>>stand there and be hit back by the slow guys action that turn. If your not
>>in range, then the big guy doesn't swing at the empty air, at least thats
>>the way we saw it. It seemed like common sense.
>>
>>
>>
>
>
> here's the way it goes - fighters compare speeds. Slower guy has punch.
>Faster guy moves back, slower guy whiffs. Next round, faster guy lets slower
>opponent goes first and doesn't interrupt him. He's far enough away that
>slower opponent whiffs again. Faster opponent then steps in and connects
>with relatively light punch. That's what he's saying - but not what I'm
>saying.

I understand what he's saying. I can see how you can read the rules that
way...but it diddn't make alot of sense to us. I'm not trying to argue with
anyone elses rules interpretation.
Group: streetfighter Message: 12819 From: The King of Chickens 2001 Date: 3/11/2002
Subject: Re: Yet another detailed supercombo system

Well, I've had the chance to test out my KOF system, but I haven't had the chance to test out this SF system (except the guard crush and alpha counter)....due to lack of players.

Not that I've seen fights last more than 12 hits tho, you may be right. Any recommendations aside from maybe reducing the dots for each super meter section to 4 from 5?

>From: "Jeff Yurkiw"
>Reply-To: streetfighter@yahoogroups.com
>To:
>Subject: Re: [streetfighter] Yet another detailed supercombo system
>Date: Mon, 11 Mar 2002 13:49:54 -0800
>
>Wow! You've had fights last 16 hits? I've rarely seen group combats in this system last past 7 (each) much less 16...
>If one guy is getting multiple hits on multiple opponents and they're still standing I'm impressed...(or he's got a hurricane kick going through the middle of a group combat...which rocks!)
>
>Have you playtested this at all yet? I wonder if i'm remembering fight-length correctly...
>
>I like the idea though...
>
>Jeff
 


MSN Photos is the easiest way to share and print your photos: Click Here
Group: streetfighter Message: 12820 From: Tony Figueroa Date: 3/11/2002
Subject: Re: Styles (lack of)
> I go by another rule.
>
>
> ANYONE can learn whatever they want, as long as they have someone to
> trian them in it.

I allow this, but I tack on +2 Power Points to the highest cost of the move
if there isn't an any cost (and if it's not in the trainee's style
obviously). I figure it's something to balance out the advantage of having
something in a style. If it's not in the style, it's probably done with a
different way of thinking than other martial arts so it's harder to learn
(an in you end up teaching some of the basics of the style that goes with
the move in additon to teaching the maneuver itself. To learn and understand
something you first have to lay the groundwork of the premise behind the
knowledge.

Tony "Knight of the Black Rose" Figueroa
Street Fighter RPG/STG: http://home.fuse.net/shermie/
Group: streetfighter Message: 12821 From: Tony Figueroa Date: 3/11/2002
Subject: Homebrewed list of DOA contenders
Attachments :
    These are my take on the DOA contenders. Some of the moves are are my own,
    but not too many. Also, I calculate combo speed as +0, +2, +4 (not +0, +2,
    +2 as the book apparently is) so feel free to change that.
    Anyhow, just thought I would give my take on them to provide an idea on how
    I think their power level meshes with Street Fighter.

    Sincerely,
    Tony
    Group: streetfighter Message: 12822 From: Jason Obeston Date: 3/12/2002
    Subject: Re: Speedy fighters
    >If your not
    > in range, then the big guy doesn't swing at the
    > empty air, at least thats
    > the way we saw it. It seemed like common sense.
    >

    Unfortunately by streetfighter rules he will. If you
    just wait for you opponent to move and do nothing then
    he will be FORCED to attack the air. he can do
    nothing else. He cannot wait for you to come up and
    then attack. Also to prevent this sort of thing my
    group docks glory for excessive use of this tactic.
    Cause to the crowd it really doesn't look good
    repeatedly. It's sorta like the three turn rule where
    if you use the same move or combo repeatedly in a
    match. Its not a combo by rules but it pretty much is
    regardless and makes for a boring match besides.

    __________________________________________________
    Do You Yahoo!?
    Try FREE Yahoo! Mail - the world's greatest free email!
    http://mail.yahoo.com/
    Group: streetfighter Message: 12823 From: Jeff Yurkiw Date: 3/12/2002
    Subject: Re: Yet another detailed supercombo system
    How about an option to 'charge' your bar as an action like in KoF '95?
     
    Something like...
     
    ...take an action to roll your wits and add the number of successes to your pool.
     
    Jeff
    Group: streetfighter Message: 12824 From: The King of Chickens 2001 Date: 3/12/2002
    Subject: Re: Yet another detailed supercombo system

    Yeah, I had a charge function in my KOF system; spend 1 combat turn to raise your super meter by 3 points (avoids imbalance). This wouldn't hold true to the SF arcade system, however and Alpha Counters and Guard Breaks happen to be mighty effective, lvl 1 supers non-withstanding.

    Still, there are people like Dan who can charge meter while taunting. Perhaps you can also charge your meter by a point or two this way as well. Make it a choice, so when taunting, you can either choose to A) add 2 dots to your super meter or B) subtract two dots from target opponent's super meter. This in addition to the glory bonuses taunting already gives.

    I don't like Rolling Wits however.....most of the vets (Rank 5 and above) will be able to lvl 1 straight after, and that might imbalance the game.

    ]>From: "Jeff Yurkiw"

    >Reply-To: streetfighter@yahoogroups.com
    >To:
    >Subject: Re: [streetfighter] Yet another detailed supercombo system
    >Date: Tue, 12 Mar 2002 01:10:25 -0800
    >
    >How about an option to 'charge' your bar as an action like in KoF '95?
    >
    >Something like...
    >
    >...take an action to roll your wits and add the number of successes to your pool.
    >
    >Jeff


    Get your FREE download of MSN Explorer at http://explorer.msn.com.
    Group: streetfighter Message: 12825 From: Fred Chagnon Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    > These are my take on the DOA contenders. Some of the moves are are my own,
    > but not too many. Also, I calculate combo speed as +0, +2, +4 (not +0, +2,
    > +2 as the book apparently is) so feel free to change that.
    > Anyhow, just thought I would give my take on them to provide an idea on how
    > I think their power level meshes with Street Fighter.

    Nice job.

    I don't think that Tina Armstrong is Sanbo though. The Contenders book
    covers Wrestling -- which she and Bass Armstrong would fall under (in my
    opinion).

    I fully intend to convert the DOA series and put them on my Street
    Fighter page here:

    http://www.minix.ca/sfstg/doa.html

    Oh man. Now that I've posted a link to my page, I guess I have to start
    working on it again.... :)

    ___________________________________________________
    Fred Chagnon "Only in RPGs does fighting
    seagull@... make you a better person."
    seagull@... - Peter Olafson
    Group: streetfighter Message: 12826 From: galin_ra Date: 3/12/2002
    Subject: Re: Styles (lack of)
    True. But I mean that you don't have to spend more experience.

    You just have to use alot of time.

    If one week per PP is not enough, just raise it to 2 weeks/PP or even
    1Month/PP.

    That way your PC have to spend time training while the rest of the
    group goes advenutring AND gets more XP.

    ----Ronin-----


    --- In streetfighter@y..., "Tony Figueroa" <tony.figueroa@f...> wrote:
    > > I go by another rule.
    > >
    > >
    > > ANYONE can learn whatever they want, as long as they have someone to
    > > trian them in it.
    >
    > I allow this, but I tack on +2 Power Points to the highest cost of
    the move
    > if there isn't an any cost (and if it's not in the trainee's style
    > obviously). I figure it's something to balance out the advantage of
    having
    > something in a style. If it's not in the style, it's probably done
    with a
    > different way of thinking than other martial arts so it's harder to
    learn
    > (an in you end up teaching some of the basics of the style that goes
    with
    > the move in additon to teaching the maneuver itself. To learn and
    understand
    > something you first have to lay the groundwork of the premise behind the
    > knowledge.
    >
    > Tony "Knight of the Black Rose" Figueroa
    > Street Fighter RPG/STG: http://home.fuse.net/shermie/
    Group: streetfighter Message: 12827 From: necro6hit Date: 3/12/2002
    Subject: Re: Speedy fighters
    --- In streetfighter@y..., Jason Obeston <callanme@y...> wrote:
    > >If your not
    > > in range, then the big guy doesn't swing at the
    > > empty air, at least thats
    > > the way we saw it. It seemed like common sense.
    > >
    >
    > Unfortunately by streetfighter rules he will. If you
    > just wait for you opponent to move and do nothing then
    > he will be FORCED to attack the air. he can do
    > nothing else. He cannot wait for you to come up and
    > then attack

    Yes, by the official rules you have to act in a certain order. the
    slow guy cannot wait and act later he must act in his turn to act.

    if he cant reach you then, too bad for him.

    changing the order of action can only be done by interupting, and
    that is the fast guys luxury. The slow guy must go when he must go,
    or do nothing.

    M
    Group: streetfighter Message: 12828 From: necro6hit Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    nice job tony.
    Can I post these on my site?
    I will give you total credit of coarse.

    M

    --- In streetfighter@y..., "Tony Figueroa" <tony.figueroa@f...> wrote:
    > These are my take on the DOA contenders. Some of the moves are are
    my own,
    > but not too many. Also, I calculate combo speed as +0, +2, +4 (not
    +0, +2,
    > +2 as the book apparently is) so feel free to change that.
    > Anyhow, just thought I would give my take on them to provide an
    idea on how
    > I think their power level meshes with Street Fighter.
    >
    > Sincerely,
    > Tony
    Group: streetfighter Message: 12829 From: necro6hit Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    sweet looking page design man.
    i'll add you to my links.
    I look forward to your completion.
    I hope you don't procrastinate as bad as I do:)

    M

    --- In streetfighter@y..., Fred Chagnon <seagull@a...> wrote:
    > I fully intend to convert the DOA series and put them on my Street
    > Fighter page here:
    >
    > http://www.minix.ca/sfstg/doa.html
    >
    > Oh man. Now that I've posted a link to my page, I guess I have to
    start
    > working on it again.... :)
    Group: streetfighter Message: 12830 From: necro6hit Date: 3/12/2002
    Subject: inphobia
    Offer:
    Since no one will scan these, I will pay dearly for the White Wolf
    Inphobia issue(s) featuring Mike Tinney's Article "Street Fighter:
    The Best of the Best"

    Anyone who has them and wishes to part with them can pretty much name
    their price (within normal human reason:))

    Anyone interested in selling?

    Matt
    Group: streetfighter Message: 12831 From: Kim Foster Date: 3/12/2002
    Subject: Re: Speedy fighters
    At 01:42 PM 3/12/02 -0000, you wrote:
    >--- In streetfighter@y..., Jason Obeston <callanme@y...> wrote:
    >> >If your not
    >> > in range, then the big guy doesn't swing at the
    >> > empty air, at least thats
    >> > the way we saw it. It seemed like common sense.
    >> >
    >>
    >> Unfortunately by streetfighter rules he will. If you
    >> just wait for you opponent to move and do nothing then
    >> he will be FORCED to attack the air. he can do
    >> nothing else. He cannot wait for you to come up and
    >> then attack
    >
    >Yes, by the official rules you have to act in a certain order. the
    >slow guy cannot wait and act later he must act in his turn to act.
    >
    >if he cant reach you then, too bad for him.
    >
    >changing the order of action can only be done by interupting, and
    >that is the fast guys luxury. The slow guy must go when he must go,
    >or do nothing.
    >
    >M
    >
    And sometimes the Rules make absolutelyl no sense and need to be changed. I
    never said you -couldn't- read the rule that way. Just that it didn't make a
    whole lot of sense (imagery wise or in the game world. Characters like
    Zangeif would have a hard time racking up the victories they did) and was
    pretty unbalancing in our opinion. Thats it.
    Group: streetfighter Message: 12832 From: mean_liar Date: 3/12/2002
    Subject: 'Official' World Warriors -- a little weak?
    Characters like> Zangeif would have a hard time racking up the
    victories they did...

    On a similar note, has anyone ever re-written the World Warriors to
    give them better Combos? Just curious.
    Group: streetfighter Message: 12833 From: mean_liar Date: 3/12/2002
    Subject: Training Time
    --- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
    > True. But I mean that you don't have to spend more experience.
    >
    > You just have to use alot of time.
    >
    > If one week per PP is not enough, just raise it to 2 weeks/PP or
    even> 1Month/PP.
    >
    > That way your PC have to spend time training while the rest of the
    > group goes advenutring AND gets more XP.


    Just for a reference, my group decided on 1 week per Experience
    spent. We also allow some things to be trained simultaneously (say,
    a Strength increase and Widowmaker, or Charisma and Wits, but not
    Lightning Leg and Dragon Punch).

    Pretty much, if the player can somehow justify simultaneous training
    (using Street Fighter logic, not 'real-life' considerations), its
    fine.
    Group: streetfighter Message: 12834 From: mean_liar Date: 3/12/2002
    Subject: Best World Warrior (as written)
    I was looking at the various characters, and was thinking of 'who was
    the most dangerous', and decided (of the non-bosses) that Chun Li was
    the most dangerous:

    1) Chun Li
    2) E. Honda

    ...past that, I didn't really care to think about it. The main
    problem I saw was that it seems as though E. Honda and Chun Li are
    the most dangerous, 'as-written', with Ryu and Ken being pretty
    insignificant in comparison.

    Is this only my perception, or do these two outclass Ken and Ryu?

    Comments?
    Group: streetfighter Message: 12835 From: The King of Chickens 2001 Date: 3/12/2002
    Subject: Re: 'Official' World Warriors -- a little weak?

    Victories are nothing. Check out some of their movelists! Some have movelists so large, it is a wonder where they get enough experience from even if they played a few adventures already in rank 7. Ryu, Ken, Sagat and Balrog I can understand since they were carried over from SF I....but the rest.....

    >From: "mean_liar"
    >Reply-To: streetfighter@yahoogroups.com
    >To: streetfighter@yahoogroups.com
    >Subject: [streetfighter] 'Official' World Warriors -- a little weak?
    >Date: Tue, 12 Mar 2002 16:49:28 -0000
    >
    >Characters like> Zangeif would have a hard time racking up the
    >victories they did...
    >
    >On a similar note, has anyone ever re-written the World Warriors to
    >give them better Combos? Just curious.
    >


    MSN Photos is the easiest way to share and print your photos: Click Here
    Group: streetfighter Message: 12836 From: cliff rice Date: 3/12/2002
    Subject: Re: 'Official' World Warriors -- a little weak?
    Zangeif has like 29 moves or something. Whooo!

    cliff

    --- The King of Chickens 2001 <chickenno1@...>
    wrote:

    <HR>
    <html>

    <div style='background-color:'><DIV>
    <P>Victories are nothing. Check out some of their
    movelists! Some have movelists so large, it is a
    wonder where they get enough experience
    from even if they played a few adventures
    already in rank 7. Ryu, Ken, Sagat and Balrog I can
    understand since they were carried over from SF
    I....but the rest.....</P></DIV>
    <DIV></DIV>
    <DIV></DIV>>From: "mean_liar"
    <MEAN_LIAR@...>
    <DIV></DIV>>Reply-To: streetfighter@yahoogroups.com

    <DIV></DIV>>To: streetfighter@yahoogroups.com
    <DIV></DIV>>Subject: [streetfighter] 'Official'
    World Warriors -- a little weak?
    <DIV></DIV>>Date: Tue, 12 Mar 2002 16:49:28 -0000
    <DIV></DIV>>
    <DIV></DIV>>Characters like> Zangeif would have
    a hard time racking up the
    <DIV></DIV>>victories they did...
    <DIV></DIV>>
    <DIV></DIV>>On a similar note, has anyone ever
    re-written the World Warriors to
    <DIV></DIV>>give them better Combos? Just curious.
    <DIV></DIV>>
    <DIV></DIV></div><br clear=all><hr>MSN Photos is the
    easiest way to share and print your photos: <a
    href='http://g.msn.com/1HM104901/i'>Click Here</a><br>
    <br>

    <!-- |**|begin egp html banner|**| -->

    <table border=0 cellspacing=0 cellpadding=2>
    <tr bgcolor=#FFFFCC>
    <td align=center><font size="-1"
    color=#003399><b>Yahoo! Groups Sponsor</b></font></td>
    </tr>
    <tr bgcolor=#FFFFFF>
    <td align=center width=470><table border=0
    cellpadding=0 cellspacing=0><tr><td align=center><font
    face=arial size=-2>ADVERTISEMENT</font><br><a
    href="http://rd.yahoo.com/M=215002.1818248.3328688.1261774/D=egroupweb/S=1705057147:HM/A=847665/R=0/*http://ads.x10.com/?bHlhaG9vbW9uc3RlcjcuZGF0=1015955585%3eM=215002.1818248.3328688.1261774/D=egroupweb/S=1705057147:HM/A=847665/R=1"
    target=_top><img
    src="http://ads.x10.com/?Z3lhaG9vbW9uc3RlcjcuZGF0=1015955585%3eM=215002.1818248.3328688.1261774/D=egroupweb/S=1705057147:HM/A=847665/R=2"
    alt="" width="300" height="250"
    border="0"></a></td></tr></table></td>
    </tr>
    <tr><td><img alt="" width=1 height=1
    src="http://us.adserver.yahoo.com/l?M=215002.1818248.3328688.1261774/D=egroupmail/S=1705057147:HM/A=847665/rand=482792949"></td></tr>
    </table>

    <!-- |**|end egp html banner|**| -->



    <br>
    <tt>Your use of Yahoo! Groups is subject to the <a
    href="http://docs.yahoo.com/info/terms/">Yahoo! Terms
    of Service</a>.</tt>
    </br>

    </html>



    __________________________________________________
    Do You Yahoo!?
    Try FREE Yahoo! Mail - the world's greatest free email!
    http://mail.yahoo.com/
    Group: streetfighter Message: 12837 From: necro6hit Date: 3/12/2002
    Subject: Re: Speedy fighters
    --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    > And sometimes the Rules make absolutelyl no sense and need to be
    changed. I
    > never said you -couldn't- read the rule that way. Just that it
    didn't make a
    > whole lot of sense (imagery wise or in the game world. Characters
    like
    > Zangeif would have a hard time racking up the victories they did)
    and was
    > pretty unbalancing in our opinion. Thats it.

    Well thats the beauty of white wolf.
    the golden rule.
    play however you want.
    if you dont like a rule, change it or toss it completely.

    I have a speed gripe about the system too.
    I think its weird that everyone gets one attack per round.
    Dont you think a really fast character like chun li doing a really
    fast move like jab could hit big slow zangief more than once when he
    did a big slow fierce?

    It's like they designed the game to simply swap hits.
    Group: streetfighter Message: 12838 From: necro6hit Date: 3/12/2002
    Subject: Re: Best World Warrior (as written)
    i agree theres nothing really special about ryu.
    but I kind of like that.

    we all know that players skill and strategy affect the outcome just
    as much or more than the numbers on the sheet. (if you dont believe
    me let your dog play blanka and see how easy it is to beat him)

    I just like to think of it as whoever "played ryu" through his career
    was better than the rest is why ryu wins.

    his fighting spirit.

    like in the video game everyones been playtested to be balanced but
    the better player will still win.

    ryu is good not because of his moves or stats but how he uses them.

    of course thats just my oppinion:)

    Matt

    --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    > I was looking at the various characters, and was thinking of 'who
    was
    > the most dangerous', and decided (of the non-bosses) that Chun Li
    was
    > the most dangerous:
    >
    > 1) Chun Li
    > 2) E. Honda
    >
    > ...past that, I didn't really care to think about it. The main
    > problem I saw was that it seems as though E. Honda and Chun Li are
    > the most dangerous, 'as-written', with Ryu and Ken being pretty
    > insignificant in comparison.
    >
    > Is this only my perception, or do these two outclass Ken and Ryu?
    >
    > Comments?
    Group: streetfighter Message: 12839 From: necro6hit Date: 3/12/2002
    Subject: Re: Speedy fighters
    --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    > And sometimes the Rules make absolutelyl no sense and need to be
    changed. I
    > never said you -couldn't- read the rule that way. Just that it
    didn't make a
    > whole lot of sense (imagery wise or in the game world. Characters
    like
    > Zangeif would have a hard time racking up the victories they did)
    and was
    > pretty unbalancing in our opinion. Thats it.

    ive never played like you describe.

    do you think it is more balanced that way or that it swings too far?
    is it now too hard for Chun li or Vega to rack up victories now that
    speed is less important, where before it was hard for Zangief?

    or is it pretty even now in your experience?

    Matt
    Group: streetfighter Message: 12840 From: Jeff Yurkiw Date: 3/12/2002
    Subject: Re: Yet another detailed supercombo system
    What's so wrong with having uber-fighters pump the hell out of their bars? Remember that with a 5 wits, you'll only average 2 dots per charge action because chances are that you'll roll 1-5 on half of the dice (and 2.5 rounds down in this case...)
     
    Jeff
    ----- Original Message -----
    Sent: Tuesday, March 12, 2002 3:47 AM
    Subject: Re: [streetfighter] Yet another detailed supercombo system

    Yeah, I had a charge function in my KOF system; spend 1 combat turn to raise your super meter by 3 points (avoids imbalance). This wouldn't hold true to the SF arcade system, however and Alpha Counters and Guard Breaks happen to be mighty effective, lvl 1 supers non-withstanding.

    Still, there are people like Dan who can charge meter while taunting. Perhaps you can also charge your meter by a point or two this way as well. Make it a choice, so when taunting, you can either choose to A) add 2 dots to your super meter or B) subtract two dots from target opponent's super meter. This in addition to the glory bonuses taunting already gives.

    I don't like Rolling Wits however.....most of the vets (Rank 5 and above) will be able to lvl 1 straight after, and that might imbalance the game.

    ]>From: "Jeff Yurkiw"

    >Reply-To: streetfighter@yahoogroups.com
    >To:
    >Subject: Re: [streetfighter] Yet another detailed supercombo system
    >Date: Tue, 12 Mar 2002 01:10:25 -0800
    >
    >How about an option to 'charge' your bar as an action like in KoF '95?
    >
    >Something like...
    >
    >...take an action to roll your wits and add the number of successes to your pool.
    >
    >Jeff


    Get your FREE download of MSN Explorer at http://explorer.msn.com.


    Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
    Group: streetfighter Message: 12841 From: mean_liar Date: 3/12/2002
    Subject: Re: Speedy fighters
    > It's like they designed the game to simply swap hits.

    Actually, I think thats why there's no problem with the "dodge-in,
    dodge-out" style of fighting that we've been talking about. Because
    thats how a speedy fighter could get multiple hits against a slower
    opponent. He's just too slow to react to the speedy fighter jumping
    around, darting in and out, rotating, maneuvering, etc!
    Group: streetfighter Message: 12842 From: necro6hit Date: 3/12/2002
    Subject: Re: Speedy fighters
    well that would make sense.

    --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    > > It's like they designed the game to simply swap hits.
    >
    > Actually, I think thats why there's no problem with the "dodge-in,
    > dodge-out" style of fighting that we've been talking about.
    Because
    > thats how a speedy fighter could get multiple hits against a slower
    > opponent. He's just too slow to react to the speedy fighter
    jumping
    > around, darting in and out, rotating, maneuvering, etc!
    Group: streetfighter Message: 12843 From: Kim Foster Date: 3/12/2002
    Subject: Re: Speedy fighters
    At 08:42 PM 3/12/02 -0000, you wrote:
    >well that would make sense.
    >
    >--- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    >> > It's like they designed the game to simply swap hits.
    >>
    >> Actually, I think thats why there's no problem with the "dodge-in,
    >> dodge-out" style of fighting that we've been talking about.
    >Because
    >> thats how a speedy fighter could get multiple hits against a slower
    >> opponent. He's just too slow to react to the speedy fighter
    >jumping
    >> around, darting in and out, rotating, maneuvering, etc!

    Its fine, but there should at least a chance of the big guy doing something
    beyond a few specisl manuvers or the fast guy botching.
    >
    >
    >
    >
    >
    >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    Group: streetfighter Message: 12844 From: Kim Foster Date: 3/12/2002
    Subject: Re: Speedy fighters
    >or is it pretty even now in your experience?
    >
    >Matt
    >
    The change did swing the pendulum the other way, making the big bruisers
    hard to beat or you end up legsweeping them to death. Randomizeing speed and
    adding the "To Hit" roll even things out pretty much.
    Group: streetfighter Message: 12845 From: galin_ra Date: 3/12/2002
    Subject: Re: Training Time
    1 week per XP works too.. that way you have to train a REAL long time
    for Dim Mak. About 16 weeks or 4 months if the trainer is Kung Fu ^_^

    That's fair IMO anyway ^_^


    -----Ronin------


    --- In streetfighter@y..., "mean_liar" <mean_liar@h...> wrote:
    > --- In streetfighter@y..., "galin_ra" <randerssen@h...> wrote:
    > > True. But I mean that you don't have to spend more experience.
    > >
    > > You just have to use alot of time.
    > >
    > > If one week per PP is not enough, just raise it to 2 weeks/PP or
    > even> 1Month/PP.
    > >
    > > That way your PC have to spend time training while the rest of the
    > > group goes advenutring AND gets more XP.
    >
    >
    > Just for a reference, my group decided on 1 week per Experience
    > spent. We also allow some things to be trained simultaneously (say,
    > a Strength increase and Widowmaker, or Charisma and Wits, but not
    > Lightning Leg and Dragon Punch).
    >
    > Pretty much, if the player can somehow justify simultaneous training
    > (using Street Fighter logic, not 'real-life' considerations), its
    > fine.
    Group: streetfighter Message: 12846 From: galin_ra Date: 3/12/2002
    Subject: Re: 'Official' World Warriors -- a little weak?
    Hmmm.. weeeellll.. Carl Grissom which was the Character I played in
    the Grand campaign here in Trondheim had about 20 moves at rank 7!!

    So I always meant the World Warriors were made too weak alltogether.

    Especially since I could beat ANY World Warrior I want, (save Vega
    perhaps) with my rkan 7 guy ^_^

    If anyone is interested, I could post him on the list *_*


    -----Ronin-----


    --



    - In streetfighter@y..., "The King of Chickens 2001" <chickenno1@h...>
    wrote:
    >
    Group: streetfighter Message: 12847 From: galin_ra Date: 3/12/2002
    Subject: Re: Speedy fighters
    My experience of a rule where the slower gets to hit unless
    aborted/k.d./dizzy is pretty even by my experience ^_^

    We used it all the time here in Tr. Heim and we played about 2 or 3
    years continually.

    We also used a to-hit system, and a different Aggravated system.

    Plus a speed randomizer. We added a D3 to speed after calculating.

    -----Ronin-----

    --- In streetfighter@y..., "necro6hit" <ringthief@c...> wrote:
    > --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    > > And sometimes the Rules make absolutelyl no sense and need to be
    > changed. I
    > > never said you -couldn't- read the rule that way. Just that it
    > didn't make a
    > > whole lot of sense (imagery wise or in the game world. Characters
    > like
    > > Zangeif would have a hard time racking up the victories they did)
    > and was
    > > pretty unbalancing in our opinion. Thats it.
    >
    > ive never played like you describe.
    >
    > do you think it is more balanced that way or that it swings too far?
    > is it now too hard for Chun li or Vega to rack up victories now that
    > speed is less important, where before it was hard for Zangief?
    >
    > or is it pretty even now in your experience?
    >
    > Matt
    Group: streetfighter Message: 12848 From: DurgaIX@aol.com Date: 3/12/2002
    Subject: Re: Best World Warrior (as written)
    I havent played the game itself much (lousy lack of funds for ebay and no free copys of books) but i tend to agree. In any game, it all depends on how you use the character. In the beginning, there were 4 of us playing. 3 gamers, and 1 gm. 2 of us players (me included) were working on gaining special moves and what not. the other player put everything into "kick". He kicked our ass every time....    It all depends on the person behind the character and how they use their character.
    Group: streetfighter Message: 12849 From: Tony Figueroa Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    Yeah, and feel free to modify them for use (although you may want to say
    "Based on Tony's design" then or something like that.

    If you like the format, feel free to copy my HTML table.

    I realize there are several characters I have yet to convert.
    I'll post links here when I have them finished.
    I try to actually not post too many characters on my site because my players
    look at it (if they're on other's sites I don't mind). I put the files in
    web space, I just actually don't have pages that link to them.

    My King of Fighters characters that aren't linked on my site are here:

    http://home.fuse.net/shermie/snk_good.htm (I have some blank HTML tables at
    the bottom of this since the files are primarily for my own personal use)
    http://home.fuse.net/shermie/snk_bad.htm

    Tony "Knight of the Black Rose" Figueroa
    Street Fighter RPG/STG: http://home.fuse.net/shermie/
    Group: streetfighter Message: 12850 From: Tony Figueroa Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    > Nice job.

    Thanks.

    >
    > I don't think that Tina Armstrong is Sanbo though. The Contenders book
    > covers Wrestling -- which she and Bass Armstrong would fall under (in my
    > opinion).

    No (or is that yes), their style is both officially pro-wrestling, but I
    used the "Sambo" style stats for Tina because its maneuvers seemed to fit
    her best (or what I wanted for her in the Street Fighter STG).

    Tony "Knight of the Black Rose" Figueroa
    Street Fighter RPG/STG: http://home.fuse.net/shermie/
    Group: streetfighter Message: 12851 From: nat_drest Date: 3/12/2002
    Subject: Re: Speedy fighters
    > >> Unfortunately by streetfighter rules he will. If you
    > >> just wait for you opponent to move and do nothing then
    > >> he will be FORCED to attack the air. he can do
    > >> nothing else. He cannot wait for you to come up and
    > >> then attack
    > And sometimes the Rules make absolutelyl no sense and need to be
    changed.

    It's true that it doesn't seem to make sense for the slow guy to be
    punching air all the time, but if you think about it, it doesn't make
    much sense the other way either. If the slower fighter can complete
    his move anyway, then you have to start wondering why the fast
    fighter has to just stand there and get hit after attacking. It
    helps if you try not to think of the fight as taking place turn-by-
    turn, even though the rules handle it that way. When the slow guy
    whiffs his punch, think of that as the faster fighter dodging out of
    the way and backing up.

    In our games, we do things somewhat differently. We keep the slow-
    guy-whiffs-his-attack part, but we calculate speed as Dex + modifier
    + 1d6. We also let fighters abort actions free of charge, either to
    block or to dodge. (To dodge, you roll Dex + Athletics and your
    opponent rolls Dex + technique used to attack. If you win, you evade
    the attack and move one hex to either side; otherwise you're hit.)
    This keeps things fairly even; the slower guys win on speed every
    couple rounds because of the d6, but the fast fighters can usually
    dodge their attacks.
    Group: streetfighter Message: 12852 From: Tony Figueroa Date: 3/12/2002
    Subject: Re: Speedy fighters
    > It's true that it doesn't seem to make sense for the slow guy to be
    > punching air all the time, but if you think about it, it doesn't make
    > much sense the other way either. If the slower fighter can complete
    > his move anyway, then you have to start wondering why the fast
    > fighter has to just stand there and get hit after attacking.

    Because he wasn't able to dizzy or knock down the opponent. This is the way
    we play and works
    really well. In order to make the slower guy whiff his attack, you must be
    starting the round outside the range of his attack (then let him go and move
    in). Have no problem with the other way either, but due to an early
    misinterpretation of the rules, we never realized there were move and attack
    phases (just everyone takes their turn in order, people can interrupt, then
    others can finish their move). After realizing that wasn't according to the
    rules, I much prefer this way out of the two options.

    Tony
    Group: streetfighter Message: 12853 From: Tony Figueroa Date: 3/12/2002
    Subject: Re: 'Official' World Warriors -- a little weak?
    Yeah, I've given the world warriors new combos (many, many new combos) in my
    game. I figure they can learn stuff just like the players can (but I don't
    give them too much beyond the books - besides combos).

    Tony
    Group: streetfighter Message: 12854 From: Tony Figueroa Date: 3/12/2002
    Subject: Re: Speedy fighters
    > --- In streetfighter@y..., Kim Foster <nexus@q...> wrote:
    > > And sometimes the Rules make absolutelyl no sense and need to be
    > changed. I> > never said you -couldn't- read the rule that way. Just that
    it
    > didn't make a> > whole lot of sense (imagery wise or in the game world.
    Characters
    > like> > Zangeif would have a hard time racking up the victories they did)
    > and was> > pretty unbalancing in our opinion. Thats it.
    >
    > ive never played like you describe.
    >
    > do you think it is more balanced that way or that it swings too far?
    > is it now too hard for Chun li or Vega to rack up victories now that
    > speed is less important, where before it was hard for Zangief?
    >
    > or is it pretty even now in your experience?

    Actually, even the way I play (without the move/attack phase), Chun Li is
    still the most dangerous world warrior. Speed is still King, just not lord
    almighty. If you can dizzy the person you're fighting, they can't hit you
    back that turn (and with Chun Li that's pretty easy).

    Tony
    Group: streetfighter Message: 12855 From: Spirto . Date: 3/12/2002
    Subject: Yahoo Groups Outage
    Hey guys,
    I just went to www.yahoogroups.com and found this. Thought you might want to
    know.

    MikeM

    Dear Yahoo! Groups Members,

    The Yahoo! Groups service will be down Friday March 15 9:00 PM PST (GMT-8)
    as we move our servers to a new facility. We expect the service to be back
    up the morning of Sunday March 17.

    During this time the web site will be unavailable and email will not be
    delivered. (Some users may experience email non-delivery notices, but all
    email should be delivered once service has resumed.) Please note: once the
    service is back up, there will be email delays due to backlog. We expect
    these delays to last no longer than 1 day. Please do not re-send email to
    your group as it will only add to delays.

    We apologize for any inconvenience this may cause.


    The Yahoo! Groups Team



    _________________________________________________________________
    MSN Photos is the easiest way to share and print your photos:
    http://photos.msn.com/support/worldwide.aspx
    Group: streetfighter Message: 12856 From: Fred Chagnon Date: 3/12/2002
    Subject: Re: Homebrewed list of DOA contenders
    > sweet looking page design man.
    > i'll add you to my links.
    > I look forward to your completion.
    > I hope you don't procrastinate as bad as I do:)

    To giver you an idea on how bad a procrastinator I am....I started that
    Street Fighter page in October -- threw it up all in one day and haven;t
    touched it since.


    ___________________________________________________
    Fred Chagnon "Only in RPGs does fighting
    seagull@... make you a better person."
    seagull@... - Peter Olafson
    Group: streetfighter Message: 12857 From: Jeff Yurkiw Date: 3/12/2002
    Subject: Re: Speedy fighters
    Another way you could handle initiative is to (like i got my groups to do with soak) is to roll your initiative. Take a number of d10s equal to your maneuver's speed and cound successes.
     
    It keeps the speedy bitches ahead of the brusers most of the time where they belong, but neigates that annoying 'sure thing' tactic they've got going.
     
    It keeps to the core mechanic of the system pretty good too...
     
    Jeff
     
    "Speedy Tactic? I say we name the whole thing the Gonzalas Maneuver and be done with it!"
    Group: streetfighter Message: 12858 From: nat_drest Date: 3/13/2002
    Subject: Re: Speedy fighters
    > Another way you could handle initiative is to (like i got my groups
    to do with soak) is to roll your initiative. Take a number of d10s
    equal to your maneuver's speed and cound successes.

    We try to keep the number of rolls to a minimum. Rolling twice for
    damage or dodge in a turn already wastes too much time counting
    successes, IMCO. ^^


    > Because he wasn't able to dizzy or knock down the opponent.

    That's how it works in the rules. But when you think about two
    people fighting, it makes no sense for the fast guy to run up and hit
    the big guy, and then stand there cooling his heels and waiting for a
    slow, heavy punch to arrive.


    > This is the way we play and works really well. In order to make the
    slower guy whiff his attack, you must be starting the round outside
    the range of his attack (then let him go and move in).

    Er, that's how we play too. I was arguing against the people who let
    the slow guy make his attack even if he ran out of movement before
    the fast guy came over.
    Group: streetfighter Message: 12859 From: nat_drest Date: 3/13/2002
    Subject: Re: Speedy fighters
    Er, to prevent confusion: the first part of that message, about
    rolling, was in response to Jeff Yurkiw. The second two parts, about
    whiffing, were in response to Tony Figueroa.
    Group: streetfighter Message: 12860 From: galin_ra Date: 3/13/2002
    Subject: Re: Speedy fighters
    we had a solution like that too ^_^

    We called it evasion.
    Prerequisites: Athletics *
    Power Points: Any 1
    Fighter steps uot of the way from the incoming attack.
    System Roll Dex+Athletics vs. Opponents attack. Each success removes
    opponents successes on attck roll.

    Cost:none
    Speed: +3
    Damage: None
    Move: +0 (IMO this should be ONE)


    I realise now that without a to-hit system, the rule where the slower
    gets to hit back is VERY unbalancing.
    Sorry for being so stubborn ^_^ It's probably the Capricorn in me.¤_¤


    ------Ronin-----
    --- In streetfighter@y..., "nat_drest" <joaqrb@y...> wrote:
    > > >> Unfortunately by streetfighter rules he will. If you
    > > >> just wait for you opponent to move and do nothing then
    > > >> he will be FORCED to attack the air. he can do
    > > >> nothing else. He cannot wait for you to come up and
    > > >> then attack
    > > And sometimes the Rules make absolutelyl no sense and need to be
    > changed.
    >
    > It's true that it doesn't seem to make sense for the slow guy to be
    > punching air all the time, but if you think about it, it doesn't make
    > much sense the other way either. If the slower fighter can complete
    > his move anyway, then you have to start wondering why the fast
    > fighter has to just stand there and get hit after attacking. It
    > helps if you try not to think of the fight as taking place turn-by-
    > turn, even though the rules handle it that way. When the slow guy
    > whiffs his punch, think of that as the faster fighter dodging out of
    > the way and backing up.
    >
    > In our games, we do things somewhat differently. We keep the slow-
    > guy-whiffs-his-attack part, but we calculate speed as Dex + modifier
    > + 1d6. We also let fighters abort actions free of charge, either to
    > block or to dodge. (To dodge, you roll Dex + Athletics and your
    > opponent rolls Dex + technique used to attack. If you win, you evade
    > the attack and move one hex to either side; otherwise you're hit.)
    > This keeps things fairly even; the slower guys win on speed every
    > couple rounds because of the d6, but the fast fighters can usually
    > dodge their attacks.
    Group: streetfighter Message: 12861 From: necro6hit Date: 3/13/2002
    Subject: Re: Homebrewed list of DOA contenders
    maybe we should start the "never update" webring..
    :)

    --- In streetfighter@y..., Fred Chagnon <seagull@a...> wrote:
    > > I hope you don't procrastinate as bad as I do:)
    >
    > To giver you an idea on how bad a procrastinator I am....I started
    that
    > Street Fighter page in October -- threw it up all in one day and
    haven;t
    > touched it since.
    >
    Group: streetfighter Message: 12862 From: Fred Chagnon Date: 3/13/2002
    Subject: Re: Training Time
    > Just for a reference, my group decided on 1 week per Experience
    > spent. We also allow some things to be trained simultaneously (say,
    > a Strength increase and Widowmaker, or Charisma and Wits, but not
    > Lightning Leg and Dragon Punch).
    >
    > Pretty much, if the player can somehow justify simultaneous training
    > (using Street Fighter logic, not 'real-life' considerations), its
    > fine.

    This was actually covered in the Perfect Warrior suppliment (not that
    that means you have to do it this way, but it's done very well I think).
    ===================================================
    pg. 26

    LEARNING NEW MOVES
    In real life, training in martial arts is a lifelong process, it takes
    months or even years to learn, let alone master, a new technique.
    However the Street Fighter world is a little more forgiving. Street
    Fighters who are dedicated and study hard can learn new maneuvers much
    faster. In terms of game mechanics, if a Kung Fu practitioner has 16
    free experience points, she can theoretically learn the Rising Storm
    Crow immediately.
    But this doesn't really make for a very satisfying story -- if it was
    so easy a move to master, everyone would know it! It is recommended that
    Storytellers require a character to train for a long time before he can
    automatically succeed at performing a new maneuver. A good length of
    time is one month of tough training for every two experience points that
    the maneuver costs to buy. Thus, in the case of the Rising Storm Crow,
    eight months of dedicated practice would make the character a master of
    the maneuver.
    During the intervening period. the character can attempt the maneuver
    at any time. This requires two tests. The first is to determine how
    capable the character is of performing the maneuver Roll Wits plus the
    most difficult technique the maneuver is based on (Athletics or Grab in
    the case of the Rising Storm Crow)with a difficulty equal to the number
    of months remaining; the minimum difficulty must be 3. If the first test
    succeeds, the character is then able to attempt the maneuver normally
    with a second test; if the first test failed, the maneuver's Speed,
    Move, and Damage of a successful second test are all halved. If either
    test botched, the maneuver fails spectacularly, leaving the character in
    a vulnerable (and embarrassing) position.
    This method can also be used to simulate characters learning of
    maneuvers that they are saving up experience points for. If a character
    has six points and is saving up for a 12 point maneuver, the Storyteller
    may allow her to start learning it. However, all of the character's free
    experience points must go towards that maneuver until it is completely
    paid off, and the character can only learn one maneuver at a time this
    way.
    ===================================================

    --
    ___________________________________________________
    Fred Chagnon "Only in RPGs does fighting
    seagull@... make you a better person."
    seagull@... - Peter Olafson
    Group: streetfighter Message: 12863 From: Chris Hoffmann Date: 3/13/2002
    Subject: Re: How can i get removed from the list?
    --- Michael Deslongchamps <mjdeslon@...> wrote:
    > How do I get removed from the street fighter list...

    I've found that violence solves most problems.

    Failing that you could always send an e-mail to
    streetfighter-unsubscribe@yahoogroups.com

    Seriously, must I repost the dreaded unsubscribe faq?

    =====
    staredown@... http://staredown.8m.net

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

    __________________________________________________
    Do You Yahoo!?
    Try FREE Yahoo! Mail - the world's greatest free email!
    http://mail.yahoo.com/
    Group: streetfighter Message: 12864 From: Chris Hoffmann Date: 3/13/2002
    Subject: Re: New poll for streetfighter
    --- streetfighter@yahoogroups.com wrote:
    >
    > Enter your vote today! A new poll has been created for the
    > streetfighter group:
    >
    > What Physical stats do you think are
    > most appropriate for Akuma (Gouki)?
    >
    > o 6/6/6
    > o 7/7/7

    5/5/5.

    I don't think he's stronger/faster/tougher than say, Ken. I thing he would
    have higher techniques though (punch and focus of 8) since he is the master of
    fists.


    =====
    staredown@... http://staredown.8m.net

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

    __________________________________________________
    Do You Yahoo!?
    Try FREE Yahoo! Mail - the world's greatest free email!
    http://mail.yahoo.com/
    Group: streetfighter Message: 12865 From: Chris Hoffmann Date: 3/13/2002
    Subject: Re: 'Official' World Warriors -- a little weak?
    --- mean_liar <mean_liar@...> wrote:
    > Characters like> Zangeif would have a hard time racking up the
    > victories they did...
    >
    > On a similar note, has anyone ever re-written the World Warriors to
    > give them better Combos? Just curious.

    I gave Ken, Ryu and Chun-Li all the combos I could from Alpha 1. There listed
    at http://staredown.8m.net/Alpha/alpha5a.html

    =====
    staredown@... http://staredown.8m.net

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

    __________________________________________________
    Do You Yahoo!?
    Try FREE Yahoo! Mail - the world's greatest free email!
    http://mail.yahoo.com/