PP bonuses
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PP bonuses
Does PP bonuses also add to disarm or anything else other than strike , parry and dodge ?
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Re: PP bonuses
I would say yes, since Disarm is considered a Strike (HU Rev, p.68)
Re: PP bonuses
wyrmraker wrote:I would say yes, since Disarm is considered a Strike (HU Rev, p.68)
Would that also apply to entangle or body flip/throw ?
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Re: PP bonuses
Trent wrote:Does PP bonuses also add to disarm or anything else other than strike , parry and dodge ?
PP bonuses add to all hand to hand combat maneuvers except Death Blow, and Critical Strike.
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Re: PP bonuses
Best option is to thoroughly reread the Combat Terms section of the Heroes Unlimited book. Most of the combat maneuvers benefit from PP bonuses.
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Re: PP bonuses
Trent wrote:Does PP bonuses also add to disarm or anything else other than strike , parry and dodge ?
I have it that the lesser PP bonuses add to all combat bonuses except init.
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Re: PP bonuses
RAW its just a bonus to Strike Parry Dodge (AFAIK). But since they are just a copy/paste from when that was the entire list of combat maneuvers....A fairly common house rule is that PP adds to all melee combat rolls of any sort.
But officially its just those three combat stats (And Autododge, its explicitly added to Autododge).
Edit. Holds also explicitly add PP, bringing the total of RAW bonuses up to 5.
But officially its just those three combat stats (And Autododge, its explicitly added to Autododge).
Edit. Holds also explicitly add PP, bringing the total of RAW bonuses up to 5.
Last edited by eliakon on Fri Oct 10, 2014 10:28 pm, edited 1 time in total.
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Re: PP bonuses
I just posted about this on the FB group, and it was half and half on opinions.
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Re: PP bonuses
RAW it is only s-p-d so any maneuver not containing those words must have some kind of statement referring to them as a type of 1 of the 3 (as I guess Disarm has as someone pointed out) or else a specific note to use PP.
Being flexible outside of RAW though, I think it can be applied to pretty much anything. If not for Sharpshooter allowing PP to contribute to ranged weaponry I probably would have applied it there too.
PP adds initiative bonuses past 30 so I agree with Drew that's one place it ought not to go. Nor should it add to perception or savings throws.
Letting it add to roll with impact sure would be nice, it can be hard for some character to acquire those, and it ought to have a high likelihood of working to be worthwhile in settings that demand an action be spent for it. Less of a priority in N*SS where you get 1 for free each turn, or unlimited with auto-roll.
Being flexible outside of RAW though, I think it can be applied to pretty much anything. If not for Sharpshooter allowing PP to contribute to ranged weaponry I probably would have applied it there too.
PP adds initiative bonuses past 30 so I agree with Drew that's one place it ought not to go. Nor should it add to perception or savings throws.
Letting it add to roll with impact sure would be nice, it can be hard for some character to acquire those, and it ought to have a high likelihood of working to be worthwhile in settings that demand an action be spent for it. Less of a priority in N*SS where you get 1 for free each turn, or unlimited with auto-roll.
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Re: PP bonuses
I run all my Palladium games with PP adding to Disarm, Bodyflip/Throw, Entangle, etc. for the simple fact that if you don't it makes them less enticing to the players to use and in my experience makes them more likely to SA against just about everything. Adding it to roll with punch/fall/impact also makes sense, I can't remember the last time someone said they wanted to.
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Re: PP bonuses
On the other hand, allowing PP bonuses may make them TOO enticing to use. Entangling becomes all the harder to get out of which can be a go-to for immobilizing an attacker for people who have not learned the advanced Hold techniques (or Joint Locks if you incorporate NaSS)
Body flips are already very enticing for how they can deprive attackers of actions and make them land on possibly hostile terrains. They are especially good if you incorporate the NaSS text about being able to use it to throw the person into another opponent, which makes them BOTH take damage and lose an attack.
Then you have the automatic-flip that the Physical Training (and Ancient Master) guys have. Although NaSS clarifies that automatic flips cannot be used as critical flips or throw-into-opponent was, in HU you can opt to stack it with disarm bonuses instead of inflicting damage, but it still makes them lose an attack AND their weapon, which is incredibly useful. Particularly since you do not get parry bonuses if you are unarmed and trying to parry a weapon. Since you need to be unarmed to do a body-flip and it says body flip bonuses stack with disarm bonuses, this must mean you get to retain body flip bonuses while doing a flip-disarm maneuver, making you the ultimate anti-weapon guy.
*tries to figure out why body flip/throw maneuvers are used as attacks when it talks about using an attacker's momentum against them, thinks they should be a defense-that-costs-an-attack like an Entangle*
Body flips are already very enticing for how they can deprive attackers of actions and make them land on possibly hostile terrains. They are especially good if you incorporate the NaSS text about being able to use it to throw the person into another opponent, which makes them BOTH take damage and lose an attack.
Then you have the automatic-flip that the Physical Training (and Ancient Master) guys have. Although NaSS clarifies that automatic flips cannot be used as critical flips or throw-into-opponent was, in HU you can opt to stack it with disarm bonuses instead of inflicting damage, but it still makes them lose an attack AND their weapon, which is incredibly useful. Particularly since you do not get parry bonuses if you are unarmed and trying to parry a weapon. Since you need to be unarmed to do a body-flip and it says body flip bonuses stack with disarm bonuses, this must mean you get to retain body flip bonuses while doing a flip-disarm maneuver, making you the ultimate anti-weapon guy.
*tries to figure out why body flip/throw maneuvers are used as attacks when it talks about using an attacker's momentum against them, thinks they should be a defense-that-costs-an-attack like an Entangle*
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Re: PP bonuses
Depends on the PP bonus, but in the end if you have a player that get's a good PP bonus just up the bonuses on the guys that attack him. Getting players to do more than just declare "I punch him!" or "I shoot at him!" and believe that I am helping them do so makes the night go by easier. Besides it's not like I as GM would want to exploit HtH: Akido with said PP bonus stacking...
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Re: PP bonuses
Tor wrote:RAW it is only s-p-d so any maneuver not containing those words must have some kind of statement referring to them as a type of 1 of the 3 (as I guess Disarm has as someone pointed out) or else a specific note to use PP.
Being flexible outside of RAW though, I think it can be applied to pretty much anything. If not for Sharpshooter allowing PP to contribute to ranged weaponry I probably would have applied it there too.
PP adds initiative bonuses past 30 so I agree with Drew that's one place it ought not to go. Nor should it add to perception or savings throws.
Letting it add to roll with impact sure would be nice, it can be hard for some character to acquire those, and it ought to have a high likelihood of working to be worthwhile in settings that demand an action be spent for it. Less of a priority in N*SS where you get 1 for free each turn, or unlimited with auto-roll.
wouldnt maintain balance bonuses add to Roll with impact ? if not shouldnt they ?
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