Re: Knockback against opponents with Flight, Clinging, Catfall
[edit] double post, woops [edit]
And thanks for all the great replies. This forum is a credit to the internet. |
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
|
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
|
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
EDIT: And while I'm at it... I think this would probably apply to catfall and clinging too. If you're knocked back less than your move, you have no time to act. If you're knocked back more than your move, you have an action before you hit the ground and can say something like "I'd like to make an acrobatics roll and use catfall to land softly" or "I'm looking for a tree/wall/buddy to cling to mid flight". |
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
There's no time for a character with a movement power to check this movement. |
Re: Knockback against opponents with Flight, Clinging, Catfall
Derp, it's early. That makes complete sense Bruno.
So then the aforementioned powers don't effect knockback at all? |
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
|
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
|
Re: Knockback against opponents with Flight, Clinging, Catfall
I'm confused now.
Does knockback imply that regardless of distance the victim will travel that far before their next turn (<1 sec)? If so, then at what point should we start looking at acceleration effects(brownout, tunnel vision, blackout) or damage (accelrating at 100 g is going to have some hellacious effects, granted, you'd need supers to do that, but we can model supers) If not, why would the victim be unable to take action when their turn comes around? If they can fly and they are in the 2nd second of a 5 second knockback induced journey why wouldn't they be able to affect their velocity? |
Re: Knockback against opponents with Flight, Clinging, Catfall
Quote:
So yes, the knockback in GURPS is how far a target flies immedately after being hit and before anything else happens. It's part of making combat simpler to resolve (which avoids your last two points). |
| All times are GMT -6. The time now is 06:41 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.