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#1 |
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Join Date: Mar 2009
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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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#2 | |
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Join Date: Aug 2004
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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.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#3 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I don't think this is the case. I mean, it's roughly similar to someone falling off a motorcycle, you're gonna lose a lot of skin and maybe break some bones. The only thing ablating KE is drag forces, otherwise it's just a factor of how large your initial impulse momentum was and how far you get before gravity manages to pull you into contact with the pavement.
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#4 | |
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Join Date: Mar 2009
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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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#5 | ||
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Join Date: May 2005
Location: Lynn, MA
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Quote:
Quote:
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#6 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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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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#7 |
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Join Date: Mar 2009
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#8 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Collision. Knockback is an instantaneous impulse. Collision (with ground) is you tumbling across the ground, which can be reduced by reducing your speed in mid-air via flight. I'd let any applicable talent help with the aerobatics roll, and allow the same thing even if they were headed for a tree or wall, but with some eyeballed penalties to the roll for having less time to react.
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#9 | |
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Join Date: Feb 2008
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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".
__________________
Note: User not handsome or named Paul. Last edited by Handsome Paul; 05-21-2009 at 08:15 AM. |
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#10 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
There's no time for a character with a movement power to check this movement.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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