QUOTE (samuelbeckett @ Mar 10 2008, 11:44 AM)
So in your interpretation, the Martial Arts manuevers in Arsenal are pretty much useless for anyone who doesn't have some sort of augmentation (magical or 'ware) to enable them to move at supernatural speeds?
In essence, you are saying that interrupt only works if you choose to wait for the other guy to attack you? And even then, despite the fact the rules are clear that I can block, parry or dodge as many times as I have DP left for defense, I can't trigger any manuevers that require me to block, parry or dodge.
You are also directly houseruling the Full Defense interrupt rules, as under your ruling no-one can interrupt to Full Defense unless they gain intitative over their attacker and hold their action until the person attacks (which begs the question, why they don't just declare a normal Full Defense on their IP as that would be mechanically the same).
This actually ups the lethality of combat (and the value of initative) as the only sensible response is to always attack first (thus denying your opponent the ability to use Full Defense) unless faced with overwhelming odds. Thus your mooks will have less defense DP on average.
Or have I misinterpreted your post...do you allow interrupts prior to the persons IP in a given Combat Turn?
Yeah, little bit of misinterpretation...
The MA maneuvers are not useless for unaugmented folks, as there are still ways to get more IPs, e.g. Edge and Combat Drugs. I'm just saying that someone with, let's say 3 IPs, is always going to own someone with a single IP in combat...its just the way the world is, IMO.
As to the interrupt, I suppose that is correct if you are winning initiative...if you get to go first, you can choose to act now, or hold back. The way I see it, the 1 IP MA guy, that wins initiative can choose to attack or hold his action. But, at any point before this held action comes up (let's say he said until the ninja attacks him), he could in fact, interrupt. So, if a mook jumps into the action and attacks the 1 IP MA guy, he could interrupt at that point, thus using his later held action. Now all of this takes place in the same IP. We are not jumping ahead and borrowing more actions that haven't yet been made available.
Now, if the 1IP MA guy, kills the mook in IP 1, and the ninja is still attacking in IP 2, I would hope the 1 IP MA guy would use a point of Edge to get a second pass...
Same goes for Full Defense...If I win initiative, but am up against 3 mooks, I may not want to just attack one and leave myself open to be pummeled. I may hold my action until all of them act, but at any point I get attacked, I may want to interrupt and go Full Defense. I can always interrupt to Full Defense though, if I haven't used my action in that pass. This allows all those low initiative guys to still have a chance to survive, which is what I thought was the point of being able to interrupt.
The other thing with Full Defense is, that the 1 IP guy, goes Full Defense, and that will in fact last until the next initative, as RAW says that Full Defense is effective until the players next action. Again, a benefit in the RAW to allow 1 IP guys to not be completely worthless...
Hopefully, this makes sense...I view this as all in RAW. If you were allowed to act first, and then in the same pass, borrow your next action (in IP 2) to go Full Defense or Interrupt), then you are getting what, two Complex Actions in the same pass? I don't think that is the way the rules were intended. I do admit, I'll need to reread Arsenal again to make sure I am not missing anything...but I do believe each IP should be all inclusive and actions shouldn't be borrowed...