Ok, Temporalmage, you have some interesting points, but they are pretty flawed, and here's why...
Temporalmage wrote:To TechnoMancer and Dead Boy....um..NO.
In my previous example the psi-stalkers attack is a surprise attack. Therfore it happens before initiative is even rolled, therfore is a free attack that does not count towards the psi-stalkers total for the round.
The move Sneak Attack doesn't work that way. According to the RGMG the only real benifits the Stalker will get out of it is that, assuming the Psi Stalker can use his Prowl skill successfully to get on top if his intended victim in the first place, he automatically gets the initiative and the mage can not parry or dodge the attack. It says nothing about the suprise attack being denied an attack in return.
Also please quote from the book where it states that the psi-stalkers feeding takes two actions?? The book states it takes "about 5 seconds", and "is instantaneous".
What we have here is a conflict in terms. "Instantaneous" means virtually without any time passing, and yet in the very same line the PPE Suck is quantified as an action requiring "about 5 seconds" of time. Five seconds is not instantaneous, nor can an action that happens instantaneously take five seconds to happen. So given the conflict we have to go with the more conservative estimate of 5 seconds to finish the PPE drain.
Pre-initiative:
Stalker paired strikes the mage. (They have paired as a natural ability. And you can do various combat manouvers, IE a disarm and a strike. See PG: 80 of RGMG "Warriors skilled in paired weapons can often perform two actions for every one mellee action/attack.") The stalker tackles and stabs the mage at the same time. Now the mage realizes he is in danger.
And people accuse me of being liberal with the rules. Dude, page 80 details the W.P. Paired Weapons skill, and its description damns your argument far more than it helps it. It outright says that the skill is limited to the use of one-handed melee weapons and has a short listing of the possible combination of moves it permits. And even if expanding this to hand to hand moves were allowed, (which I actually have no problem with), the limitation of each dual move being handicapped to a single hand still applies. The Body Block/Tackle move, (as described on pg. 28 of the RGMG) uses more than just one hand. It requires the total commitment of one's whole body, not a single hand! I think that omits it as an option of actions for use with the Paired Weapons skill.
Roll initiative, high roll goes first:
As I stated it's irrelevant as to who wins initiative. Stalker simply chooses to go simultaniously with the mage unless he wins initiative of course. See PG: 31 of RGMG about simultanious attacks. The Stalker then begins to feed.
You
can't be serious. Let's just overlook the fact that the Tackle maneuver alone gets the Psi Stalker automatic initiative for now and focus on the flagrant abuse of this Simultaneous Attack issue.
IF the Mage still had initiative and opted to cast a spell, there is no way in hell the Stalker could Simultaneous Attack that with his PPE Drain power. In fact there's no way he could simultaneous that in the first place. The SA move is a
defensive maneuver against hand to hand attacks, period. It doesn't work against ranged weapons, it doesn't work against psychic attacks, and it most certainly doesn't work against a mage casting a spell that won't go off for another two melee actions. And even if it did, you can't counter with a special power like the drain, (nor a shot from ranged weapon neither). SA is all about forfeiting a defensive maneuver in Hand to Hand to deliver an Hand to Hand attack in return. All other powers and abilities are not permissible.
(Remember that while a Melee round IS 15 seconds, many of the original book archtypes only started with 3 or 4 actions at most. So 5 seconds out of 15 was equal to a single action.) Just FYI.
That's true. In the early days of Rifts characters did have only 3 to 4 melee attacks.... for first level lame-o OCCs! But what about others? Psi Stalkers get an extra attack from the get go. They can also take the Boxing skill and go up in level. That means at only 4th level Stalker would have had 5 attacks per melee. That's pushing the Melee round down into to 3 seconds per action. And for a maneuver that requires 5 seconds, that equates to 2 melee attacks. Now days they get that extra 2 melee attacks just for breathing, which is now built right into the Hand to Hand skills. That means your typical 1st level Psi Stalker will start with 5 to 6 melee actions and only get nastier from there.
Nekira Sudacne wrote:umm. . . one problem with your senario Dead Boy.
The mage can't cast OR finish spells with the psi-stalker on top of him like that. he can't concentrate, or do the words, or gestures.
remember, tackling them mean they loose intitive and one attack. that also means any multi-round actions they are doing are disruped (AKA spellcasting)
you can take punches, kicks, laser and particle beam fire (with armor) and keep casting, but anything that makes you loose and action disrupts it.
Good point. One I failed to consider. But there is another side to that. Though the Tackle will cost him a melee attack, 1) if the caster doesn't have any skills to counter this, there's still a 1 in 5 chance the mage won’t be knocked to the ground, and it only gets harder to get him down and incapable of spell casting if he takes any defensive skills like Acrobatics. That alone at 1st level given him a 1 in 3 odds of staying on his own two feet. And 2) the Body Block/Tackle maneuver uses two (2) melee actions to perform. So when you get down to it there's no guarantee the caster will be knocked to the ground, and regardless if it does or doesn't, the single attack the caster is dogged is negated by the fact that the Psi Stalker has to take his next melee attack to recover form the two-attack action he just made.
TechnoMancer wrote:Just curious... do you normally allow people to make called shots to hit the SDC parts of people in non environmental armor?
Wouldn't that lead to 45% of all MDC attacks being fatal?
I mean why not aim ALWAYS at the SDC parts if you have a 45% to hit them.... and inflict insta-death with any MDC weapon?
Even if you miss that 45% chance you STILL hit the MDC of the armor like normal so it's just a blanket 45% chance to kill your foe without any real loss of anything for you.
Check out pg. 31 in the RGMG. Kev da Man answers this question in one of his Q&A sections. In it he actually offers TWO different sets of rules for targeting exposed areas of partial armor. I just picked the one that was the better defined of the two and went with it. And in many ways, from a game mechanic and balance point of view, it does make sense by requiring exposed parts on partial armor to only be hit on a called shot. Other wise, if it could be hit just because the area is exposed, easiest way to kill Dog Boys and Practitioners of Magic would be to just lob a frag grenade at them and watch the body parts fly. Now as cool as that may be, it doesn't make for a fair and fun game.