QUOTE (deek @ Apr 25 2008, 02:33 PM)
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The "majority" believe that it doesn't make sense for a Finishing Move to infinitely loop, even though there isn't anything in RAW to back that up.
I'd like to get back to the points made about the 1IP vs. 4IP defensive masters being equally capable of riposting...I think this is a BIG issue, even for the majority.
Well, even though RAW doesn't seem to limit borrowing, let's assume we limit it to only one action. Let's assume you have 4 IP. In IP 1, you're attacked before your Action Phase, you use Full Defense as an Interrupt, borrowing your next action (from later in IP 1). Your attacker gets shot by a friend of yours and is slower in IP 2, so you act first. You attack him during your Action Phase in IP 2. Then he attacks you. You are not on Full Defense, but you parry successfully and decide to use Riposte, borrowing your next action (from IP 3). IP 3 comes and your Action Phase comes before that of your opponent, but you cannot do anything because you already used up your action. Then your opponent attacks you and you parry again, and use Riposte again, borrowing your action from IP 4. Then, in IP 4, you cannot attack during your Action Phase because you already used up your action. But your opponent attacks you again, you parry and use Riposte again, borrowing an action from your next IP, i.e. the first IP of the next Combat Turn. Total actions in the Combat Turn for you: Full Defense, Attack, Riposte, Riposte, Riposte, for a total of 5, with one action borrowed from IP 1 of the next Combat Turn.
Now if you only had one IP. In IP 1, you're attacked before your Action Phase, you use Full Defense as an Interrupt, borrowing your next action (from later in IP 1). In IP 2, you're attacked again. You parry successfully and decide to use Riposte, borrowing an action from IP 1 of the next Combat Turn. In IP 3, you are attacked again, but you cannot use Riposte because you already used the action from your next Action Phase. In IP 4, you are attacked again, but you cannot use Riposte because you already used the action from your next Action Phase. Total actions in the Combat Turn for you: Full Defense, Riposte, for a total of 2, with one action borrowed from IP 1 of the next Combat Turn.
Does that make Riposte and Finishing Move worthless? No, I do not think so. There are several times these maneuvers will be useful. For example, if you only have one IP, but you take down your opponent (who has 4 in the example above) during the second IP, then you will not have to face his attacks in IP 3 and IP 4. Same thing with Finishing Move, actually. Also, taking an opponent down earlier sometimes means your opponents will have lower bonuses for "Friends in the Melee", which can help your chances.
If Interrupts are limited to one borrowed action, does it benefit higher-IP characters? Yes, it still does, because you potentially get to act earlier *more times per Combat Turn* than the guy who has a lower number of IPs.
As I said, RAW doesn't seem to limit action-borrowing to only one, but I think the rules work pretty well if you do, so I will be using that in my games, I think. Do with that what you will.