In a message dated 10/12/99 7:24:50 AM Pacific Daylight Time, staredown@... writes:
<< <LI>It shouldn't have those goddamn pop-up windows (or a way around
them that's convenient for me and my viewers) >>
Er...there is a simple way around the pop up windows in geocities. Or are
you leaving geocities for other reasons?
Group: streetfighter
Message: 2706
From: JSorochins@aol.com
Date: 10/12/1999
Subject: Re: This sounds pretty stupid.
In a message dated 10/12/99 12:13:03 PM Pacific Daylight Time, joespitt@... writes:
<< I likw the one-roll combat for streetfighter. makes combat fast and
furious.
There is no "automatic hit" in my game however. If you get no successes, or
botch a roll, it is concidered that you missed. Yes, this means that misses
are much less likely than in other storyteller games, but I would hate to
play an awesome fighter that missed all the time, lol. And you get that alot
with "to hit" rolls in Storyteller. >>
While I have respect for the other side on this point, I agree with you. One
thing I like about Street Fighter combat is the predictability of outcome. I
mean, if two characters do the the same thing twice, the result will be
pretty similar in both cases. For me, that makes the game a bit more
tactical. Should I go with the punch, because my punch is much faster than
his, or should I go with the grab, because if he goes with a block, my grab
should be able to mess him up. Of course, this is simply a matter of
personal preference.
Group: streetfighter
Message: 2707
From: Chris Baker
Date: 10/12/1999
Subject: Re: Post Apocalyptic Firearms
> Oh, I agree absolutely. But, I have the easy side of this argument. All I
> have to show is what is _possible_, whereas you have to show what _would_
> happen. I mean, this whole thing started off with the post about the post
> apocalyptic campaign and whether it could really happen like that.
Quick return, I never said what would happen, That indicates some sort of
knowledge of the future, which of course neither one of us has.
I said I don't think it would happen that way, and stated what I think would
be more probable.
No definite about it.
I've watched every connections episode I could catch. (even the old ones on
BBC) A very good show. The only respected science-philosophy show that makes
statements mainstream science wouldn't.
Did I mention I was a Fortean?
;)
-- Chris B
Group: streetfighter
Message: 2708
From: Chris Baker
Date: 10/12/1999
Subject: Re: This sounds pretty stupid.
There are enough differences to make me use it;
No cards- yeah I know they're fun, but there is more freedom of description
without them. Middle-High ranked system stats (1-10 or 1-20 or so) tend to
work better for individual characters. Whereas statistically vehicle combat
systems tend to work better with low range stats (1-5). The larger range
allows more precise definition of character ability.
Characters from the Vampire second edition basic book, for instance can only
have about 288 different characters possible. that means if you go to
Gen-Con with your Original Vampire character there would probably be about
52 other people with all the same stats/skills nature/demeanor, clan etc.
Also it has a more solid rolling system. Stats and skills become a little
more reliable with a roll and add system than a success system, especially
with a ones cancel successes rule.
Fuzion also allows a Storyguide to dial up or down the power levels of a
campaign, something people on the list have been asking about lately.
I love your TranzFuzion website, thanks for pointing it out.
> Fuzion, and the Martial Arts plug-in, is very similar to Streetfighter in
> many respects.
>
> In Street Fighter, you add your stat (1-5) to your skill (1-5) plus any
> modifiers, and roll that many dice. If any of your dice roll over 6 (or a
> difficulty), you succeed.
>
> In Fuzion (and all Interlock games), you add your stat (1-10) to your skill
> (1-10) plus any modifiers, and add the total to one die roll. If the grand
> total is over a difficulty number, you succeed.
>
> Maneuvers in both have modifiers to Initiative, to-hit, and damage. Styles
> work the same in both.
>
> Fuzion is very similar to the quick-and-dirty rules presented in the back of
> Street Fighter for use in big fights.
>
> For more information on Fuzion, check out my TranzFuzion website at
> http://www.mecha.com/~conkle/fuzion
> _________________________________________________
> Christian Conkle
> Web Developer - National Committee for Quality Assurance
> conkle@... - conkle@... - conkle@...
>
>
>
> ----- Original Message -----
> From: Chris Baker <cbaker@...>
> To: <streetfighter@egroups.com>; <streetfighter@egroups.com>
> Sent: Tuesday, October 12, 1999 5:07 PM
> Subject: [streetfighter] Re: This sounds pretty stupid.
>
>
>> I use a down powered Champions New Millennium. (I convert styles and
>> maneuvers to it's system. They are bought as powers and packages)
>>
>> Champions uses the Fuzion system, a combination of the Hero system
>> (original Champions) and Interlock (Cyberpunk, Mechton Z, Teenagers from
>> outer space.) The Fuzion system has been designed to simulate several
> anime
>> style genres. ( Bubblegum Crisis, Armoured Trooper Votoms ).
>> Fuzion was to be used for Usagi Yojimbo and Dragon Ball Z, but R.
> Talsorian
>> Games, has had financial problems lately.
>>
>> Still the system is perfect for Street Fighter, at least from my
> experience.
>>
>> -- Chris B
>>
>>
>> ----------
>> >From: "J. Scott Pittman" <joespitt@...>
>> >To: <streetfighter@egroups.com>
>> >Subject: [streetfighter] Re: This sounds pretty stupid.
>> >Date: Tue, Oct 12, 1999, 5:27 PM
>> >
>>
>> > what do you use to play street fighter if you dont use the storyteller
>> > system?
>> > -----Original Message-----
>> > From: Chris Baker <cbaker@...>
>> > To: streetfighter@egroups.com <streetfighter@egroups.com>;
>> > streetfighter@egroups.com <streetfighter@egroups.com>
>> > Date: Tuesday, October 12, 1999 12:25 PM
>> > Subject: [streetfighter] Re: This sounds pretty stupid.
>> >
>> >
>> >>No argument about the storyteller dice system, that's why I don't use
> it.
>> >>
>> >>-- Chris B
>> >>
>> >>
>> >>----------
>> >>>From: "J. Scott Pittman" <joespitt@...>
>> >>>To: <streetfighter@egroups.com>
>> >>>Subject: [streetfighter] Re: This sounds pretty stupid.
>> >>>Date: Tue, Oct 12, 1999, 5:08 PM
>> >>>
>> >>
>> >>> I likw the one-roll combat for streetfighter. makes combat fast and
>> > furious.
>> >>> There is no "automatic hit" in my game however. If you get no
> successes,
>> > or
>> >>> botch a roll, it is concidered that you missed. Yes, this means that
>> > misses
>> >>> are much less likely than in other storyteller games, but I would hate
> to
>> >>> play an awesome fighter that missed all the time, lol. And you get
> that
>> > alot
>> >>> with "to hit" rolls in Storyteller.
>> >>> -----Original Message-----
>> >>> From: Chris Baker <cbaker@...>
>> >>> To: streetfighter@egroups.com <streetfighter@egroups.com>;
>> >>> streetfighter@egroups.com <streetfighter@egroups.com>
>> >>> Date: Tuesday, October 12, 1999 8:21 AM
>> >>> Subject: [streetfighter] Re: This sounds pretty stupid.
>> >>>
>> >>>
>> >>>>One of the problems with Street Fighter is it's automatic hit, some of
>> >>> these
>> >>>>problems could be solved with an attack/defense roll.
>> >>>>
>> >>>>-- Chris B
>> >>>>
>> >>>>
>> >>>>----------
>> >>>>>From: "Chris Krug-Iron" <inrifrost@...>
>> >>>>>To: streetfighter@egroups.com
>> >>>>>Subject: [streetfighter] Re: This sounds pretty stupid.
>> >>>>>Date: Tue, Oct 12, 1999, 2:27 AM
>> >>>>>
>> >>>>
>> >>>>> About the Number Cruncher's Combo...well, I think that the book does
>> > say
>> >>>>> something about that. A dizzy combination does have its limits.
> First
>> >>> of
>> >>>>> all, the combination must be purchased in order. First move, second
>> >>> move,
>> >>>>> THIRD move, then dizzy. Not two maneuvers, then dizzy, but three
>> >>> maneuvers
>> >>>>> then dizzy. Also, while he IS aiming for a ridiculous speed bonus
> then
>> >>>>> doing the Repeating Fireball, why not take him down a few pegs with
> an
>> >>> NPC
>> >>>>> that has a Block to Energy Reflection Combo? Sorry, I've had a
> couple
>> > of
>> >>>>> players that like to do really cheesy things hence I've gotten a
> little
>> >>>>> bitter. But, while the book says squat about multiple hit maneuvers
> in
>> >>>>> combinations to dizzy opponents, look at the World Warriors in the
> main
>> >>>>> sourcebook. Fei Long has a Fierce to Fierce to Rekka Ken
>> >>>>> combo...effectively an extended combination. While this is
> extremely
>> >>>>> long-winded, the best advice is to use your own judgement; you're
> the
>> >>>>> ST...what you say goes.
>> >>>>>
>> >>>>>
>> >>>>>>From: "Andy" <dlatrex@...>
>> >>>>>>Reply-To: streetfighter@egroups.com
>> >>>>>>To: <streetfighter@egroups.com>
>> >>>>>>Subject: [streetfighter] This sounds pretty stupid.
>> >>>>>>Date: Mon, 11 Oct 1999 22:35:09 -0400
>> >>>>>>
>> >>>>>>Ok, the Number Crunchers from hell (Thanx for that term Steve) have
> run
>> >>>>>>amuck again. PLease tell me what you think:
>> >>>>>>One of my players <Kabaddi> has decided to make a combo.....a DIzzy
>> > combo
>> >>>>>>at that, however I don't know if it woudl be concidered kosher. He
>> > wants
>> >>>>>>Block-to-Repeating fireball (Dizzy). I thought that the whole
> purpose
>> > of
>> >>>>>>making it a dizzy combo was to tally the damadges of mutiple
> manuvers,
>> >>> not
>> >>>>>>a SINGLE multiple hit maneuver. The book says squat about this....
>> > anyone
>> >>>>>>have a verdict?
>> >>>>>>
>> >>>>>>Andy.
>> >>>>>>
>> >>>>>>
>>
>>>>>>>----------------------------------------------------------------------
> -
>> > -
>> >>>>>>
>> >>>>>>eGroups.com home: http://www.egroups.com/group/streetfighter
>> >>>>>>http://www.egroups.com - Simplifying group communications
>> >>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>>
>> >>>>> ______________________________________________________
>> >>>>>
>>
>>>>>> -------------