OneTrikPony wrote:There may be rules patches for rifts in robotech, heroes unlimited, or palladium fantasy but I'll never get sucked into another palladium game.
I read a lot of Dead Reign last night, it was really good. I was impressed. Just saying.
OneTrikPony wrote:I have never found a rule for resolving initiative order in a combat system that has a great many attacks per turn and many attacks that require multiple attacks to complete (power punch) I still have no idea what the original intent of the developer was.
Character "winds up" it revolves to the next persons action, then the character delivers the punch on their second attack. The same is true with any action that requires two or more actions. It is best to think of Palladium combat as time as opposed to rotation even though it is a rotation based system. I could show you in about 5 minutes in person but its a bit harder to explain in a couple of minutes over a computer. This is gone into in more detail in the Game Master Guide.
OneTrikPony wrote:TI've seen it played several different ways and I have developed my own rule to cover it. (I should also mention that I was introduce to rifts by a veteren of multiple decades.)
That is what most people do, which is kinda why I think there is a lot of confusion on the matter. Some people let all their actions get thrown out at once (don't agree with that personally). Like I said, try thinking of it as a boxing match with each of your number of actions representing an "opportunity" to attack or act within that 15 second period.
OneTrikPony wrote:TI still have no idea how prowl works vs. perception or detection.
This is explained in R:UE under the Perception rules. They roll Prowl, if successful they roll 1D20, then add +1 for every 10% they have in their prowl skill. Margin of success does not effect the skill roll. If you succeed and you have 50% that is +5. Anyways, after they roll the hide check the opposing side/spotter rolls their perception check at a difficulty equal to "the prowlers" roll.
OneTrikPony wrote:Things like failure to note that FC borgs have no PE stat (#5 on KC's list of "stuff that is infuriating to newbies") is not trivial.
This is in the official errata I believe and it counts as 24. It can also be found in the bionics sourcebook along with the recovery times for receiving new cybernetics/bionics.
OneTrikPony wrote:In that specific case; further omission of any mention ANYWHERE of how the lack of a PE stat effects saves like Coma/Death is also Not Trivial.
They are 'Borgs, they cannot experience comas. They're military hardware wired for destructive purposes in a protective M.D.C. shell. They can sustain incredible injury, including destruction, and their brain will live on for hours after the fact during which time it can be placed into a new body without issue.
OneTrikPony wrote:Furthermore, leaving something like the effect of phase weapons on a CORE OCC, weather it's instakill or zero effect to be hashed out by fans on a forum is pretty much unforgivable.
It needs to be decided by the GM because it is important to how you tell a story. It should be uncommon enough as to not be an issue.
OneTrikPony wrote:On the table Speed Chart p.281 RUE can someone tell me where it says what Speed Factor is or does? This is one of Multiple terminology issues.
It is how fast you move, if you read the text right below the table you will see. Speed x5 or Speed x20 is how you determine how fast you move in a minute. Speed x5 ÷ Number of Actions, is how fast you can move either BEFORE or AFTER you take an action (you cannot move before AND after an action). Again, this is because actions represent "opportunities."
OneTrikPony wrote:Both the Combat Cyborg OCC and the Headhunter OCC, "Build-A-Borg" workshops read like they were translated from Japanese by Koreans. It took me hours of re-reading to figure out what type of borg I was building, Combat, Full conversion, Partial (lack of definition in terminology again). and which strength list to use. I still don't know which stat of which limb a FC borg is supposed to use for lifting.
Cybernetic Limbs use the standard human P.S. table, bionic limbs use the augmented table, Combat Cyborgs (and other 'Borgs with the proper upgrade) use the robotic table.
OneTrikPony wrote:Boxing makes you shoot faster?
Boxing conditions your body to be able to react faster. How you use that training is up to you.
OneTrikPony wrote:Allrightythen, Kickboxing does not?
It is primary a strike-based martial art based on delivery and technique over stringent physical conditioning like boxing.
OneTrikPony wrote:Hand to Hand Martial Arts is a set of skills that grants tertiary attack actions and maneuver options that progress with level, cool.
Wrestling and kickboxing and boxing do not? But martial arts lets you aim and shoot a rifle or a machinegun faster?[/quote]
Refer to the answer in boxing.OneTrikPony wrote:But W.P. Rifles doesn't? But if I'm an expert martial artist and boxer and kick boxer and wrestler I can't operate a SAMAS or terrain hopper with haptic interfaces?
Please explain, I am unfamiliar with your terminology there my friend?
OneTrikPony wrote:"And which Modern weapon proficiency do I use Again?" This was my most common quote from my first half-dozen sessions.
I've never had anyone ask this?
OneTrikPony wrote:WP Handguns: a familiarity with all type of projectile firing handguns including revolvers and pistols. [but not the E pistols that look feel and operate exactly like old west revolvers]
No they don't, not really. Yes, essentially you point and shoot but there is no kickpack, aiming/maintance/reloading ammo all work differently. Calibrating the weapon would be different, etc. Folks forget that a lot so don't feel bad. Remember, you're not wielding a "laser revolver" you're wielding a super-science gun that they made to look like a "laser revolver" because they thought that would be "cool." All M.D. weaponry is advanced technology beyond our current ability to comprehend. If "in real life" I handed you a Wilk's Laser pistol you'd have no idea how to turn it on or how to get it to work properly. It'd be like someone from the 1800 being given an iphone. Its so far beyond anything we have today.
OneTrikPony wrote:WP Heavy Military Weapons: familiarity with military hardware including grenade launchers, morters, machineguns and missile launchers and light MD weapon turrets. (but not the machineguns and missile launchers and MD weapon turrets that are a "key part" of giant robots or might be held in the hand of power armor.)
Nope. They're a different type of weapon. Again, its not just "point and shoot" its knowing how to point and shoot such exotic/advanced weapons and utilize the inbuilt weapon systems. Remember, right now a lot of modern military weapons engineers are starting to use computers in their firearms and Rifts Earth is set (400-500?) years in the future.
OneTrikPony wrote:"AAAAAAAARGH! W,T,F,?" my second most common quote during my first half dozen sessions. Rifts has a major problem with terminology hanging in the breeze; Shots, Bursts, Blasts, Short Bursts, Pulses, Long Bursts, Multiple pulse Bursts.
Let me see if I can help.
OneTrikPony wrote:NG-L5 laser rifle; Each blast counts as one attack
Shooting the gun (however so you use it) counts as one action.
OneTrikPony wrote:NG-101 rail gun; a burst is 30 rounds, each burst counts as 1 melee attack
This firearm can only shoot in bursts (its weapon will list how many rounds this uses). This only counts as one attack. Burst is defined as when you fire multiple rounds in a single attack.
OneTrikPony wrote:NG-202 rail gun; a burst is 40 rounds, Each Blast counts as 1 melee attack
Burst-fire with this weapon expends 40 rounds and counts as one attack. You cannot use single fire with it. No single round attacks.
OneTrikPony wrote:L-20 Laser rifle; 6d6 per multiple pulse Burst, each blast counts as one melee attack
Again, this weapon rapid fires bursts of white-hot plasma death. It cannot shoot a single "beam" it can only burst attack. Each discharge counts as one attack.
OneTrikPony wrote:from page 329 (59 pages Later in the SKILLS section!)
Light or medium calibur machine gun: 5d6 sdc per single shot, 1d6x10 per short burst (counts as 1 melee attack), 2d6x10+20 per long burst, counts as 3 melee attacks. (and my favorite punchline) Note: can only fire bursts.
As listed above. Except you can perform a Long Burst, which essentially means you "hold down the trigger" and repeatedly shoot something for 3 consecutive attacks with a single attack roll.
For instance:Franky pulls the machine gun on Joey and opens up with a long burst... (action 1 expended; Franky is now shooting at Joey)
Joey uses a hand gun to fire back at Franky. (action 1 expended; Joey fires the gun)
Franky chooses not to dodge because he is still shooting Joey (he takes a few points of damage but powers through it!)
Franky continues to unload the machine gun (action 2 expended; the strike/damage rolls have still not been rolled but this entire time Joey "is" being shot at)
Joey fires again (action 2 expended; this time Joey misses - maybe its the fact he's doing the dance macabre on the receiving end of a machine gun)
Franky "finishes" his long burst (action 3 expended; Franky rolls a strike to see how accurate he was and then Joey rolls his dodge; if the attack is successful Joey takes 2d6x10+20 points of S.D.C.!)
Long Bursts get complicated if the target moves out of range or gets behind partial cover (costs the attacker an extra attack per melee to strike if its possible at all) and it leaves the attacker out in the open and burns though a lot of ammo but if you understand that (as I mentioned above) actions are not revolving turns so much as moments in a turn at which the character can take the opportunity to act you'll see how this works. Yes, the character being shot at is presumably taking hits during the course of those 3 attacks but for simplicity and the sake of game balance you just do "more damage" when the attack is "finished" and Franky is left standing there breathing heavily with the end of his machine gun smoking.
OneTrikPony wrote:The Really awesome part is that none of the weapons listed above are weapons that anyone would give to a character by choice. You have to search through at least 6 splat books.
Or just read the Rifts: Game Master Guide that lists all this information.
OneTrikPony wrote:the system is incomplete.
[/quote]
*clicks the disagree button*
Nah, you just have to know where to look and take the time to read the books. I hope I have been of some help.