> Actually, I say "yes" to all three. Maka Wara is an overpriced
> special
> ability which really doesn't do much damage by itslef, and yah if a
> character is Block Guy there's no reason to penalize him further for
> his
> silly concept. A rank 3 take out Sagat with cheap tricks? I find
> that hard
> to believe... hmmm ok, rank 3 guy has Block 5, Stamina 5, Maka Wara,
> and umm
> some dumb ability like Block to Double Hit Kick (Dizzy). Hmm Sagat
> has
> Stamina 6... each Maka Wara will do... ONE die of damage. Sagat:
> Stamina
> 6, 20 HP. Block Guy: Lousy ability to do damage. If he did manage
> to win
> by using blocks and Maka Wara effectively, the guy should get a
> freaking
> medal. Sagat ain't no chump, and he also has Maka Wara... at a BETTER
> level
> that any rank 3. Well, it's hard to comment on other people's
> campaigns
> without knowing the mechanics, how much of a monty haul campaign it
> is, and
> how smart the villains fight, but rank 3 + Sagat = rank 3 burger. It
> must
> have been a weird die-rolling day.
>
Yeah, well, needless to say, Sagat had alot of disadvantages against
him that day, and dice rolling was only the start of it. Plus,
that was our 1st real campaign, and well, we all know what kinda
mistakes that can lead to. A-ways, It's always stood out
in my memory as one of those great example fights. The
player was constantly aborting to Punch/Kick Defense,
and using the Maka-Wara damage as part of a dizzy combo.
With Punch defense up, Sagat was only doing 2 dice of damage
w/ his Tiger Uppercut to the PC, who was doing
1 die of dammage back, but seemed
to roll more successes than Sagat did that day...
Either way, all 3 rounds ended up going to time-out decisions,
and somehow the PC ended up w/ a higher percentage twice...
Just really wierd. We ended up having to change ALOT of
rules to keep that from happening again. (Like if you
have Maka Wara, you're imune to damage from it...)
But as you say, each game plays differently depending on
the house rules /Xp level/and general flavor of cheese.
I'm not particually sure that PC deserves an award for
power-gaming the system like that, but it did make for
some interesting role-playing afterwards.
> I say this because my main character IS Block Guy (started 3/4/4,
> block 4,
> Maka Wara, Block to Fierce, etc.), and lemme tell you, I thought that
> Block
> to Fierce and Maka Wara was da bomb on paper... NOT.
>
Funny, all the PCs/NPCs I make w/ Make Wara seem to
come out the same way... Cool on paper yet sucking wind
in the ring... Still don't know why that is. Whenever it's used
against me, it seems like it's just the most abusable move
out there. (No, Not really, but you get my drift)
> For more
> drawbacks of the Block-To-Whatever combo check out Steve's page, where
> I rant some more.
>
Actually, that brings out another frustration I've come accross
as a player. Really, deep down I don't have a problem w/
blocking in any way. I've always felt it's pretty balanced,
even w/ the all the bonuses it gives, simply because there
are simple & obvious ways around someone who blocks
all the time. (Throws, Grapples, 'Overhead' hits, etc etc...)
But for the life of me, I have yet to figure out a good counter
when someone's Drunken Monkey Rolling (DMR) around the ring.
So far, about the best thing I've found to do is taunt them.
I suppose if I felt really cool, I could try to Thunderclap or
Stunning Shout them.. No, wait Thunderclap has a range,
and Stunning shout has to be faster to make them lose
their action that round.... Uh, does anyone have a good
counter for someone who's gonna sit there, DMR, DMR, DMR,
maybe come in for a single fast grab or knockdown,
(Combo DMR to Something to DMR) and then
DMRs away until time runs out. Since DMR gets a fireball
dodge, you can't really projectile them to death, and
it's SUPER frustrating when you know what he's gonna do,
and yet can't think of a single good action to do to make him
stop. I mean, aside from like a Block to Jab (or similar speed)
combo, Executed at the right time, I can't think of anything
to really stop this. Now, granted, PCs who try this strategy
end up w/ glories of zero, and are near useless in
big group fights, but it does get the wins in the ring...
I dunno.
Just my ramblings... Anyone got some suggestions? Anyone
running this differently so it's not a problem?
> Really, everything is balanced out (except that stupid Cartwheel Kick)
> as
> written in the rules. Same goes for the Abort to Jump vs Abort to
> Move.
> Jump is an instinctive defense, i.e. you see a car rushing at you, you
> JUMP
> away, not turn around and walk. The maneuver point reflects the time
> spent
> into refining the jump so that it works all the time, without falling
> like
> an idiot, in stressful combat situations.
>
Good point. But some characters wouldn't naturally 'jump' away
from a grappler when they go for the Spinning Pile Driver.
(Or an oncomming Cadilac for that matter) I know
a drunken-master would rather sorta sway around in that
drunken stupor they do so well & end up 'behind' him (or it).
That's not a Jump, but certainly a feasible abort
for a character that doesn't even walk straight. Yeah,
I realize that's more like Duck n Weave, but you get
my picture. Some characters don't buy jump for Role-Playing
reasons, and somehow
it doesn't seem fair to punish them & make them buy a maneuver
that doesn't fit the character, for something that anyone should
be able to do (Abort to a maneuver that lets you escape a grab)
I mean, anyone who wants to limit themselves by not buying
Jump deserves SOME breaks IMO.
A-ways, just my 2 cents. Well, looking at the size of this,
maybe a little more than 2 cents. Any comments anyone? (Except
for how cheesy our game must have been to let a rank 3
beat Sagat. I know it was Chedar & freely admit it, it's just
the way we play sometimes =))
-Talk at ya Laters!
-Chris!
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