Knockback against opponents with Flight, Clinging, Catfall
Hello, I'm starting a campaign shortly and one of my character's primary attacks is a massive knockback attack. Specifically, it does 2d x 10 (No Wounding, No Blunt Trauma, Double Knockback). If I did my math right, I can potentially send an elephant flying 5 yards or a standard goon around 28 yards.
I was planning to do some playtesting to get a feel for knockback and collision rules, and some interesting questions came up. If I understand correctly, if the attack is not successfully defended, then my knockback damage applies and there is no resistance roll whatsoever (Go Flying Goon!). Opponents suffering knockback test to see if they fall down at a penalty for each yard of knockback beyond the first. If they collide with anything in the way, they will suffer collision damage. If the knockback does not bring them into contact with any terrain, do they suffer collision damage with the ground? Any suggestions for my GM on how to calculate that if so? What if the opponent has an advantage like Flight, Clinging, or Catfall. Can these powers be used to mitigate collision damage or reduce knockback distance? Our campaign involves enough fantasy martial arts and Powers type abilities for me to expect to encounter a situation like this. |
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Clinging would come into play under unusual circumstances. Catfal might well apply. The damage comes from sudden impact, if you went the indicated distance of the Knockback, it's safe to assume you got rid of the acquired kinetic energy safely and hit the ground slowly enough. OTOH a 5 yard 45 degree downward KB result where the ground is only 2 yards away will hurt. |
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This is assuming our flier is not restricted by Newtonian or winged flight or no hovering. Would you reduce the knockback distance, by some factor? Perhaps Basic Move would act as DR against Knockback for a flying unit, since that's how much inertial control they have? |
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If someone had flight I'd allow an aerobatics roll to halve damage, with a crit success giving no damage.
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Assuming a 2-dimensional world, that's simple enough, but what if there is some arc to the knockback trajectory? Would they not take falling damage at least based on the max height of the arc? The motorcycle accident analogy has me convinced. If I were GM'ing which I'm not, I think I'd apply collision damage with the ground, perhaps with some reduction (halve? or double DR?). |
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[edit] double post, woops [edit]
And thanks for all the great replies. This forum is a credit to the internet. |
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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". |
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There's no time for a character with a movement power to check this movement. |
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Derp, it's early. That makes complete sense Bruno.
So then the aforementioned powers don't effect knockback at all? |
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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? |
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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). |
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A person subject to knockback would continue to travel through the air for several seconds only if the target was launched on an upward trajectory, or if the ground sloped down. Because of the vector addition of acceleration and velocity, motion can be decomposed into orthogonals. So everything from a dropped stone to a bullet fired parallel with teh ground takes the same amount of time to hit the ground: the difference between the bullet and the stone is only how far they travel horizontally in the time it takes them to fall. So it is with knockback. Unless you launch people upwards they take about half a second to hit the ground, regardless of how fast they are flung away. |
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If it's good enough for falling off a motorcycle, it should be good enough for getting knocked off your feet by Tornado Punch. |
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