here I was assuming reverse stroke to be some fan invention... guess I gotta pick up Splicers solely for this...
Hey Dog I'm going to type up a reply to your post after Witchcraft's in a sec, just trying to keep up with other stuff first since it's big and will take a bit.
Edit: okay done, at bottom
Dog_O_War wrote:I don't find it polite for him to dictate my thoughts.
Nor do I, assuming this refers to "YOU want to exploit a flaw in the system that does not exist anywhere except in your own mind." It is wrong to assert what others want. Nonetheless, you replied 'wrong, read the thread' (over and over) which didn't exactly express that objection.
Dog_O_War wrote:I've pointed out a few flaws with this combat skill. They don't exist in my mind; they are there, clear as day.
I figured his comment was directed at your buck-passing SA approach, not our other lines of discussion. Opposition denies buck-passing is RAW.
Dog_O_War wrote:You twin strike two opponents; they simultaneous attack you back, simultaneously.
Clever, did not think of that, but...
If you did a twin-strike then wouldn't that make you incapable of parrying at all, much less parrying 2 opponents?
Dog_O_War wrote:Tor wrote:Can you figure out what that ability of paired WP even means? I can't even figure out how it would function.
Paired weapons allows you to attack two opponents at the same time with one action, or one opponent twice with one action. If your opponent can somehow eliminate a parry from you, such as with a disarm or entangle, you are allowed to use your other weapon to parry; effectively you double up on your parries as well. Like in the very rare instance where you do not have a combat skill, but have paired weapons, and are forced to use an attack to parry; well paired weapons would allow you to parry twice per attack instead of just once. Paired weapons also serves to reduce the penalty for attacking "off-handedly".
"that ability of paired WP" referred to parrying 2 opponents, one of the abilities paired WP imbues. I'm aware of the other things the paired WP skill does and the various other abilities it gives

Dog_O_War wrote:If 10 opponents attacked you at once, it is not exactly a simultaneous attack because that is a game mechanic [to simultaneous attack].
It is in the case of that power, the planes make a single strike roll and strike at exactly the same moment.
Simultaneous attack has more than one meaning. In this case, it's a group of enemies simultaneously (in unison) attacking their target. Not a defense-sacrificing counter-attack.
Dog_O_War wrote:if your response against one was to simultaneously attack, that does not prevent you from defending, unless you chose to twin-strike-simultaneous attack, though dodging the next attack is still an option.
That does seem to be one of the holes in the wording. Ideally reactions to being targetted that cost actions like dodging or SAing or entangling should take a person's next attack rather than their last attack.
Dog_O_War wrote:if you were to area-affect-attack 10 opponents and they simultaneously attacked you back, well you're screwed.
That is a problem. I wonder if we can at least wiggle out of this problem with missiles by saying 'no, it is the missile that is attacking you'.
Bonez332 wrote:327 rue under weapon proficiency paired #2 "The defender under attack can only attempt to parry one of the two weapons coming at him for his defensive parry"
Nice find. I just wish they printed that everywhere Paired WP is discussed and not just one spot. I'm now wondering if this was a RUE addition or if RMB always had it.
Dog_O_War wrote:Vibroblades state that they do not draw on the users' PS
Was this a retcon or something? Makes it seem like they're treading V-blades as energy weapons rather than a physical weapon that is simply vibrating at a high frequency.
Being faithful to what these weapons are, adding PS/punch or whatever one usually would only makes sense. Sometimes, burn the rules. I get why you wouldn't add PS to a TW flame blade, but Vblades have physical substance. PS is added to the punch of a super-hero with the Major power of Vibration. I don't see any notable difference.
- - -
Edit: added in replies to that thing I initially skipped over to pick up the main convo:
Dog_O_War wrote:What I asked you to confirm there was the general rule. Your answer was 'yes'.
I sometimes have trouble remembering parts of conversations and need to go look it up. I sometimes use Find to try and locate a text string to figure out what past conversation segments are being referred to. Checked all 5 pages and I only found the "general rule" string in what is quoted above, and
Prysus using the page on page 3.
I've kinda lost track of what you're referring to here and need some help re-affirming the issue. Your "you say it is true?" question was in response to my affirming that Page 342 of RUE contains the phrase "only parry". Could you explain how you interpret this as a 'general rule'?
Let's keep in mind that on page 341 this statement is prefaced by "the typical combat situation". Typically parrying is the only automatic defense left. But in atypical situations, other automatic defenses are available.
Dog_O_War wrote:And yet, the very next sentence proves otherwise. So what does that mean to you?
Clearly "can only try to parry" is not true since it's followed by 'may opt to dodge'. We can take that to mean either "dodging and parrying are the only options ever" or we can take it to mean "parrying is usually the only automatic defense, and thus the only defense people can normally take unless they're willing to sacrifice attacks from the next melee".
Dog_O_War wrote:"Selective Context"? I was asking you about the combat note; something that applies to all combat.
That part is unclear. It may or may not apply to all combat as it is presented. Pg341 says "typical sequence" which could apply to the "note" that is part of the "Combat Sequence". The CS is merely an example because for example, the 'character with initiative rolls strike'. But that isn't a rule. Someone with initiative could opt to do something else other than strike, such as activate a forcefield, cast a protective spell, forfeit their turn, or do an impressive backflip.
If you're going to rely on something to support 'dodge or parry only when out of attacks' I suggest you go with GameMasterGuidePg32 which is not given in the context of 'typical' and phrased more openly as if it applied to everything. That said, I still think that these rules only apply to Rifts Combat Forms, for which parry is the only automatic action you will ever get.
We have to keep in mind that this example is just talking about a typical situation. It says parrying doesn't use an action and dodge does. This doesn't mean that when someone without a HtH runs out of attacks that they get a magical auto-parry, nor does it mean that a Juicer who is out of attacks loses their auto-dodge.
Dog_O_War wrote:My point is that when they reprint books and leave something out, it is as good as an edit; the previous information no longer applies.
I don't agree with your stance here, I don't see any justification in that viewpoint. By that logic, the 'Sky King' vanished from the entirety of Rifts Earth simply because RUE didn't reprint it. That's silly.
Dog_O_War wrote:I will give you a real-life example; pizza for a very long time was not considered a vegetable by the United States of America. Recently, within the last two years, it has been classified as a vegetable. I am hoping that it has since changed back, but regardless, once they give their heads a shake and change it back, well, pizza will no longer be considered a vegetable there, despite once being one.
Example doesn't apply, a pizza is still a pizza however it is classified. New techniques are new techniques.
Dog_O_War wrote:Rules changes work much in the same way; when something that was once included is no longer included, it does not mean that there are "two versions" as they exist in the present, it means that there is a new version and an old version; still two versions, but one exists only in the past, while the other represents our present.
That applies when it is actually a universal rule, as opposed to a new version of a skill.
Dog_O_War wrote:As the new hand-to-hand commando represents. And other such rules.
The new HtH Commando sharing the same name as the old HtH Commando does not wipe out the old from existence any more than N&SS Ninjutsu wiped out TMNT Ninjutsu. Nor did Rifts China wipe out the Mystic China art forms. New skills of the same name in new books do not eliminate the old. All remains canon.
Dog_O_War wrote:Do dinosaurs exist? The answer is no. But we have evidence of them existing once. But no longer. They were wiped out.
I appreciate your effort at providing examples but I do not consider them good discussion because they are too different from what is at hand. Palladium content constantly espouses interchangeability. The answer is those dinosaurs still exist and always will.
Dog_O_War wrote:As to your '4 dragons' comment, I believe Prysus elaborated as to what happened there; it has to do with IP protection. Legally, the 4 dragons in-question are no longer a part of Rifts, yet we all knew they once were. Hell, I adventured with some of them in games I've played.
That's ridiculous. You are simply wrong about this DOW. Nowhere in RUE does it mention that everything from the RMB not reprinted no longer exists. Where are you getting that?
A couple dragon hatchling NPCs in various world books might want to have a word.
Dog_O_War wrote:Basically, as fans, we do not get to choose what makes it into the book and what does not; your wish for auto-flip for commando does not exist in R:UE
It doesn't need to, it exists in CWC. The inferior version of Commando in RUE made available to the revamped RUE versions of the RMB OCCs of Crazy, Headhunter, Robot Pilot, Coalition Military Specialist can be selected by them, but the advanced CWC version of it can't. It is explicitly exclusive to the Commando and Special Forces OCC. It was not made available to the main book OCCs. Later I think some other OCCs may also have gotten access to it (I'm thinking Warlords of Russia types) but if the main book OCCs had had access to the ADVANCED version of HtHcommando, then CWC would have said so.
Clearly this new type of inferior HtHcommando is a 'lite' version which classic main book OCCs like the Crazy/Headhunter/MiliSpec can learn.
As further evidence, RUE actually subs the 'Techno-Warrior' type Headhunter (originally seen in Rifts Canada pg 110) instead of the classic Headhunter. Canada came out AFTER the CWC book did. So why weren't Techno-Warriors able to select Commando then?
They WERE able to select Jujitsu though. It doesn't specify which, but presumably that means the version from Rifts Japan.
NewCommando is clearly more on par with Jijitsu than it is with OldCommando. The CS soldiers eventually learn to auto-body-flip (at a high level), the revamped OCCs in RUE do not.
Dog_O_War wrote:it's just easier to keep cool heads when you stick to facts when the discussion is about facts is all.
Not being able to recall where you saw something doesn't make it non-fact, it means it's in limbo. Like I said, if I come across where I recall seeing that automatic actions can be made at the end of a melee I'll tell you.
If it whets the appetite any, Pg126 of N&SS under -Attack 3 / Initiative Loser Attacks- mentions "he is out of Melee Attacks. All he can do is use automatic defenses!"
Not 'parry or dodge' but 'defenses'. Pg127 says (under 'Automatic') that "characters with this ability just automatically fend off any incoming blows .. includes .. Automatic Body Flip/Throw"
Dog_O_War wrote:It is under definition three.
I'm well aware, but you have not established why you should be the one who chooses what definition from your favourite web site gets to control Palladium meaning of a vague term. A better way is simply to use the most inclusive definition of a word and not assume more specific definitions without backing.
Dog_O_War wrote:Are we here to discuss the semantics of what I said regarding a dictionary
I am, if someone's choice of semantics implies undue authority to their argument.
Dog_O_War wrote:or are we here to discuss paired weapons, automatic parry, and simultaneous attack?/rhetorical.
I love answering rhetorical questions. We're here doing this discussion and you brought dictionaries into the discussion. Since you made inappropriate definite articles part of the discussion, I'll indeed address that portion of it.
Dog_O_War wrote:I have you as saying this;
I don't care what you "have me saying". I already stated that I rescinded that comment because upon rereading it, it did not represent my viewpoint adequately, and instead I could see (upon a glance the later day) that it was more in line with your viewpoint than my own.
That's called a mistake, and it happens when you're tired. If it's necessary I can go back and edit a strikethrough to remind you that it's off the table.
Is milking a misphrasing going to continue to be the crux of your rebuttals?
I ask you focus on the things I have said recently, and not continue to spam that old comment repeatedly in multiple replies. You had your chance to reply to that, and you said your piece, so please supply fresh responses to me rather than repost a sentence I made in a sleepy state as if it were a rebuttal.
Dog_O_War wrote:Effectively, you've stated (above) that back-flip from N&SS works differently in Rifts. And in Rifts, it has a different definition and mechanic.
A statement I do not hold to, and never did hold to. Sometimes you think you're writing 1 thing and end up writing something that is more prone to be interpreted differently. Please drop it.
My stance is clear, and you appear to be intentionally ignoring it. The skills remain unchanged. I and others have supplied the text in CB1 which supports that interpretation for N&SS and other settings.
Dog_O_War wrote:Is that semantics, that they "work differently" in Rifts? Or do they simply not exist in Rifts? Or does Rifts run them differently?
Please do not ask me if something is semantics anymore. Semantics are an unescapable thing inherent to all communication and I do not understand those who object to them.
N&SS arts and their skills and techniques do exist in Rifts, an NPC has come from there, the arts can be learned by Gladiators in Australia, and characters can be converted there (and changing to rifts versions of the techniques is not part of that conversion).
Rifts runs them differently only so far as CB1 says it does. It does not make additional modifications like having N&SS auto-dodge change into a Rifts auto-dodge. They are completely separate versions of a skill of the same name, just as the Prowl skill from both settings is different.
Dog_O_War wrote:do the katas exist as separate entities for each OCC?
I'm not sure what you're asking here. Katas exist as separate entities specific to the martial art that teaches the kata and may only be used with that art.
Dog_O_War wrote:a Juicer's autododge is unique in the realm of autododges and exists differently under the Juicer entry. Basically, the Juicer has a bundled rule with it, like many other OCCs.
You mean like the Reaver assassin, who gets 'bonuses as usual' unlike that silly new 'autododge bonuses only' stuff for RUE characters who get autododge?
Dog_O_War wrote:I am just wondering if these OCCs you speak of are doing something more than picking a kata from the books' skills section.
Katas are picked according to the Martial Arts Form that provides them. Not sure what you're asking.
Dog_O_War wrote:when fighting the very rare opponent rifted over from N&SS, who also happens to have technique X, which somehow does not state that: (a) "in place of a dodge/parry/entangle" or (b) "differing from the standard N&SS rule regarding X", that it should be considered as something other than another exception?
Could you phrase this more clearly? ... "be considered something other than another exception" is confusing me here.
Dog_O_War wrote:Rifts has an autododge, and Rifts has a Juicer, who has a unique autododge. Rifts also has the hand-to-hand commando skill, which refers to Rifts autododge, but then that would simply be defaulting to the setting's autododge. Can you see where I'm going with this?
RUE Commando refers to RUE autododge. Rifts is both RMB and RUE. Not sure how unique the Juicer's autododge is anymore since Crazies have something similar.
I don't see where you're going, as I don't see how RUE Commando referring to RUE auto-dodge affects CWCommando auto-dodge or Drunken Style auto-dodge.
Dog_O_War wrote:Effectively, a "N&SS autododge" is how N&SS governs autododge in that setting. Well when in Rifts, do it as the Rifts locals.
N&SS governs autododge for N&SS-born content, Rifts governs autododge for Rifts content. That is my stance, and please stop quoting what I wrote by mistake.
There are times when people have trouble expressing themselves and, in an addled state, err. You are being very rude by continually bringing up a quote I told you not to bring up because I had disavowed it. You are quoting something I am not defending.
Dog, I can understand an initial mixup. But once I made it clear I don't hold to that statement, by continuing to speak as if I hold to it, you are now arguing a straw man. Yes, in spite of my having actually wrote what you are quoting, that is what you are doing, because I have dismissed it. Please understand that past and present selves are different people, and that people often say things they do not mean.
Dog_O_War wrote:Rifts rules, the rules we are discussing, work one way. If some N&SS rules do not or cannot otherwise mesh with Rifts rules, so when you convert over a N&SS character from that setting, prepare to be let down by Palladium for not meshing Rifts with N&SS, or vise-versa.
I would be let down, if CB1 had not explicitly said we don't change anything except what it says to change, which doesn't include altering the Drunken Auto-Dodge. NASS DADs function normally (for NASS) in RUE, while RUEADs function normally (for RUE) in NASS.
Dog_O_War wrote:when playing Rifts, which rules do you consult? And to specify, I did not say, "playing character X in Rifts", I am asking you that when you play in the Rifts setting, which rules take precedence there; Heroes Unlimited? Splicers? Palladium Fantasy? Robotech? Ninjas & Super Spies? Or Rifts?
I consult all rules that apply to a situation. Normally that is only Rifts rules. When dealing with content from other settings, those rules are also taken into consideration.
You treat this like an either/or or zero-sum game, and it isn't. These mechanics effect things like action cost and what bonuses apply.
What's next, NASS arts can no longer add their 'leap' bonus to leap attacks because there is no such thing as a leap bonus in Rifts?
Dog_O_War wrote:Does a different base and advancement make the skill different?
Yes.
Dog_O_War wrote:Or does it make the base and advancement for that skill different?
Does altering someone's DNA so they can turn into a giant metal man make them different, or does it just make their DNA different?
Dog_O_War wrote:citizens of Free Quebec know Math:Basic at a certain fixed percentage. People who take Gymnastics get Prowl at a fixed percentage. They do not have a different version of Math:Basic or Prowl. The version is the same; only their knowledge of the skills' workings and the rate it will advance as they do have changed. That is a fact.
No, it isn't a fact. They are different skills. Different mechanics makes for a different skill.
Keep in mind that in arguing about the mechanics of auto-dodge, the issue is whether or not a character must pay their first action to activate it for the melee.
This is simply a mechanic. It's all auto-dodge, and it's all dodging, and it's all defense. Pointing out commonalities in name or in purpose or in outcome does not erase differences in cost or chance at working.
A prowler in Rifts is usually more likely to fail. So is an auto-dodger. The issue of whether or not we have a higher skill % in prowl or whether or not we get standard dodge bonuses to auto-dodge is both a question of mechanics. As is whether or not to pay an action to activate autoD.
Dog_O_War wrote:Same skill, different rules and meanings for its use.
Same NAMED skill. The 'rules and meanings' are rules for that particular skill from that particular setting.
Dog_O_War wrote:the conversion book states that you do not alter the proficiency; that remains the same. What is altered though from setting to setting is how a skill may work
True, but ONLY where it says the skill changes. The N&SS conversion notes are clear that the only changes you make are the ones listed.
Dog_O_War wrote:there is a blurb in the conversion book stating that a person not from Rifts acclimates to Rifts (and typically gets skills for doing so). The point though is that you get changed by Rifts; Rifts does not get changed by you.
That blurb and the 'point' you imagine in it is not related to our conversation. Even for RAI that's a stretch.
Dog_O_War wrote:there is a blurb regarding same or similar skills, and it says to use the better bonuses/percentage instead of receiving two separate skills.
Those blurbs are required because they only apply in those specific situations. Without a blurb, you do get the separate skills.
Dog_O_War wrote:there is no difference between the back flip from Acrobatics to Gymnastics, save for their percentage and advancement.
Irrelevant, I was talking about the difference between that and the one gotten from Forms.
Dog_O_War wrote:If he wrote it on a napkin, would you consider it "official"? Because I wouldn't. Most wouldn't. In order for something to be official, it needs to be published.
I have no clue what tangent you're going off on here, published statements ARE what I am talking about here.
Dog_O_War wrote:why would you assume that because something came from one setting, that it would work the same in another setting?
It's not an assumption. This is what the books say, over and over, when expressing compatibility between settings. It is what CB1 says. We have shown you where.
Dog_O_War wrote:when you convert a Heroes unlimited character to Rifts, their powers work differently on Rifts. Effectively, the conversion book states that things work differently in Rifts.
Wrong. The conversion book states THE things that work differently in Rifts. Everything not stated to work differently works the same as before. You can't simply invent new changes not present in CB1 because you wanted it to change more.
Dog_O_War wrote:they are to work the same as Rifts if there isn't a conversion tip, given that the system is "Megaversal" (your words).
I'm not sure how you see my usage of Megaversal as supporting any argument you are making. 'Megaversal' means N&SS rules can mesh with Rifts rules, and we should strife to find out how they do.
Megaversal has never meant 'ditch the rules of the setting you are not in even if you're from there'.
Dog_O_War wrote:When you play Rifts, which book to you reference rules from? That is my proof.
A question is not proof. You're assuming an answer. My own playing style isn't particularly relevant here, but essentially what I do is use all books that apply. All the books, all the rules. Rifts takes precedence in Rifts, but only where there is CONFLICT.
No conflict is present here. We simply have two kinds of Necrophim.
Dog_O_War wrote:They are not examples. It clearly states what an attacker and a defender can do. Even the options are defined; it doesn't say, "you could maybe dodge by moving out of the way, maybe?" It states that "a character dodges by moving out of the way". It was never an "example", nor a suggestion.
It is the rule on how it works.
You're wrong, reread it, it opens with "the typical".
Typically is not 'always'.
Dog_O_War wrote:The combat section gives you all the primary options.
No, the "Combat Sequence" table on RUEpg341 provides an example of the 'typical sequence'.
Dog_O_War wrote:In order to auto body-flip, you need to trade a parry.
Please stop using the word 'trade'. Trade is never used in the books related to these matters. It isn't a synonym for 'instead'.
Dog_O_War wrote:It was never a primary option; it was only ever a secondary option. Just like simultaneous attack. And back-flip. And disarm. etc.
You are inventing this primary/secondary thing. I get what you're trying to express, but that's not what the book does here.
Not only do the books not support your conjecture, but I provided a very simple example of why it fails, using SAs.
Someone with their arms and legs chopped off cannot parry or dodge, generally. If you could only SA by 'trading' a parry or dodge, then someone who has their limbs cut off like this would not be able to SA.
Clearly you could SA with a breath or eye weapon though. There is no logical reason to think that this kind of SA would be disabled by the loss of limbs.
Dog_O_War wrote:I stated that they were the first options; the original options; the primary options. The options you must first have in order to have other options.
I have been saying that since the start of the thread.
I understand, but you are putting way too much stock in what is simply the usage of core examples.
If losing the ability to parry or dodge made you lose the ability to do other abilities, that would be an important thing and something we would expect to see. Penalties to dodges would apply to back flips. Penalties to parries would apply to body flips. But they don't.
Dog_O_War wrote:The rules are there to govern the gameplay; not to establish how the natives do it.
That's where our views differ I suppose. I don't see any support for that outlook. Something major like the lack of need for katas would be espoused. It wasn't.
Dog_O_War wrote:yet a person with invulnerability turns to MDC when they go to Rifts
What's your point? Invulnerability is a power, not a technique.
Dog_O_War wrote:Or a Wormwood human turns SDC when on Heroes Unlimited, and back to MDC on Rifts
I'm not understanding how your example relates to the talk.
Dog_O_War wrote:the concepts of super powers and "MDC" are not OCCs; they are rules that change dependent on the setting they are in.
Yes, but they also stay the same unless otherwise noted.
Some of the powers in HU don't change at all. Like those powers, N&SS techniques were not changed except where noted.
Dog_O_War wrote:So while an OCC of the same name as another may not gain the class abilities of the other, their powers and abilities will work differently in different settings.
But their skills do not, and martial arts forms are skills. Or more accurately: they change where noted, and otherwise stay the same.
You are trying to change something non-noted, and that is against the rules.
Tor wrote:I would appreciate it if you stopped spamming the same quote from me over and over again, as if it were an argument. I read it the first time. It was ambiguous you took my meaning wrongly, so I phrased it better.
Dog_O_War wrote:So you're back-tracking now? So you recant saying said quote?
Now you're getting it.
Dog_O_War wrote:The point of me doing that is that you were being hypocritical; that your position was weak and it showed. That your argument has been unsound, unclear, and unsupported.
Your purpose was flawed. My misphrasing my stance (likely my tiredness made me think I was quoting you) does nothing to prove that my actual position (the one I've held before, and hold now, and never stopped holding in spite of your claims here) is weak/unsound. My stance is clearly supported by the text, and Prysus has also shown you why that is with ADDITIONAL text.
Dog_O_War wrote:Basically, you discredited yourself by stating the opposite of your apparent position.
No, I did not. A slip of the tongue in a confused state does not discredit someone. Constantly in this argument we quote each other and rephrase each other's stances, asking if we are rightly interpreting what each other means.
I expect what occurred is my memory of doing that leaked in at an inappropriate moment. I'm beginning to feel like that now, but I'll try and finish up the thread. Weird mental errors occur when people are tired, so please stop bullying me about them and insulting me and my argument because I weirdly (and as far as I can tell, one time only) spoke like you did.
I was not agreeing with you. I was trying to state what I meant and did it in the wrong terms, because my mind was addled. Please stop strawmanning as if that is my actual opinion. It is not, and it never was, and I have explained why.
Dog_O_War wrote:Rifts addresses the difference between skill percentages; they are the exact same skill, just with different percentages and growth rates; the skill itself "remains largely unchanged". In essence; prowl is still your sneak skill, bud.
Auto-dodge and dodge are the exact same moves, just with different activation costs. The skill itself remains largely unchanged. "Dodge is still your avoid skill, bud"
Dog_O_War wrote:I said that the rules in which the skill is governed would change. That would mean that if prowl in Rifts gave you the ability to fly, then fly you shall. How well you fly is only dictated by the percentage your skill level is at.
There's no basis for that stance, sorry. Something in Rifts sharing the name as something from another setting does not mean that something else gets the Rifts traits when travelling here if they are clearly different things.
Dog_O_War wrote:Doing nothing is an option.
Yes, an option, but not a DEFENSE.
Otherwise, you'd be agreeing with me. Either way, you must agree with me here. Want to see how? You are attacked. The attack is a
sneak attack. You do not get to dodge, parry, or entangle, yet
you were attacked, making you a
defender. So what do you do?
Nothing.[/quote]That's the problem: being attacked doesn't make you a defender if you do not defend.
Similarly, if it is your turn in the initiative order and you use that turn to turn on your radio, you are not an attacker.
You are wrongly applying the nouns used in the EXAMPLE combat as if attack/defense is applied to people based on their order in the initiative sequence, rather than the actions they are taking, which is absurdity.
Similarly, if it is your turn in the initiative order and you use that turn to turn on your radio, you are not an attacker.
Dog_O_War wrote:Any time you are attacked, you are a defender. Period.
No, you'll note that the examples say defenders may do DEFENSES. In the section on SAs (RUEpg347) do you ever wonder why the noun chosen is "character" rather than "defender" ?
Dog_O_War wrote:Tor wrote:By your logic, if I a shoot a rock, the rock is also a defender.
It isn't "by my logic".
It isn't? You just said if you're attacked, you're a defender. Well, I'm attacking a rock, so it must be a defender too.
Dog_O_War wrote:Tor wrote:I think it's pretty clear here that Prysus' "must" is defining a requirement based on the condition "to defend".
You're misquoting him; taking what he's said out of context. He is clearly
not defining a requirement based on the condition "to defend", he is saying that a defender (note how the word comes
before the 'must') "
must always use an attack to defend". That statement just isn't true regardless of what I said about it.
Prysus can clarify what it is he meant with subsequent replies. Perhaps we can wait until/if he does so before continuing our analysis of how he phrased things and whether or not we agree with how it represents his opinion. Neither of us appears to think the other is taking what he said in the proper context, and each of us views ourselves as seeing that correct context. It would be simpler to resolve that on Prysus' reply, there's plenty of other lines of convo cluttering things to conclude anyway.
Dog_O_War wrote:I am reading it how he wrote it; a defender must always use an attack to defend. That isn't true.
Dog_O_War wrote:nothing is a defence option that never requires an attack regardless.
Yeah... I don't understand what you're writing with so many double negatives, sorry. I might be able to process that later, but it'd be cooler if something were more plainly stated so it can be processed in a wider variety of cognitive states.
Dog_O_War wrote:I am talking about the pilot compartment.
Mkay, well, could you clarify where the Spider and bigger Titan bots are stated to have pilot compartments that could fit the Flying Titan and their weird bulky wings?
Dog_O_War wrote:you're narrowing your scope of view; you seem to believe that the chair the pilot sits on must be there in order for the robot to run. That's like saying your car needs a chair in order for you to drive it. Well, no, it doesn't need the chair. The Flying Titan doesn't need the wings. etc. What matters here is that you can fit it inside to gain bonuses from the similar skills.
Interesting plan, I admit I did not think of that.
This is starting to sway a little from the topic, but I would be interested in a thread about this whole Matryoshka doll setup. Could one pilot a PA that pilots a robot that pilots a big robot like a battleram that pilots a starship?