|
|
|
#1 | ||
|
Join Date: Sep 2004
Location: Chicago
|
On DF11:31 the Water Blaster water elemental has an attack with Double Knockback. In the text it says that:
Quote:
Quote:
It makes a big difference in an upcoming game, my PCs are likely to attempt a lake crossing in a raft with a hostile water elemental trying to prevent them from getting across. If they build a small raft (HP 58 according to LT139, knockback threshold 56), and it gets hit by the blaster the maximum damage is 36 points - insufficient to cause a single hex of knockback. If the damage is doubled (as I had thought) then the maximum is 72 which could knock a raft about enough to force some control rolls. |
||
|
|
|
|
|
#2 |
|
Join Date: Sep 2004
Location: Torino, Italy
|
No... I don't know what the "official ruling" is on this, but your ruling is surely the best one...
__________________
|
|
|
|
|
|
#3 |
|
Join Date: Sep 2006
Location: Luxembourg
|
Gurps power p 101 seem to imply that doubling the distance is the standard way, and doubling the damage for knock-back calculation only is an alternate rule, especially useful for low damage attack.
power-up 1 - Imbuement suggest using double damage df-9 summoners : double the distance So, it seem both reading of the rule are used in various gurps book. Either it is a feature of each individual power, to be decided at creation, or it is a rule mixup... Hope this help Celjabba Last edited by Celjabba; 11-21-2010 at 10:29 AM. |
|
|
|
|
|
#4 |
|
Join Date: Sep 2004
Location: Chicago
|
Thank you Celjabba, I have no idea why I didn't take a look at Powers to see if there was some discussion there. And CTRL-F is so easy to find on my keyboard.
In thinking about this some more it might be even easier to picture the Double Knockback (variant) as "Halve target Knockback Threshold." Thus illustrating the smoother knockback effect (1 hex increments more frequently, vs. 2 hex less frequently). It would also suggest the possibility of paralleling Armour Divisor for even more dramatic knockback effects. |
|
|
|
|
|
#5 |
|
Join Date: Sep 2004
Location: Canada
|
It's basically like the "convert dice + adds to more dice" optional rule: produces different results, but "close enough" for a game.
Some people like rolling lots of dice, some people can take for-ever to add up lots of dice and drive the other player crazy (I'm the last type ;). But I'll note that the Imbuement ISN'T the enhancement. Embuements are obviously very closely related to their parent enhancements, but they can easily be tweaked to fit the specific environment.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
|
|
|
|
#6 | |
|
Join Date: Sep 2006
Location: Luxembourg
|
Quote:
Celjabba Last edited by Celjabba; 11-21-2010 at 11:30 AM. |
|
|
|
|
|
|
#7 |
|
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Holy mackerel! I did not know that. You have increased my enjoyment of pdfs by an order of magnitude. Thanks greatly. :)
|
|
|
|
|
|
#8 |
|
Join Date: Sep 2004
Location: Chicago
|
|
|
|
|
|
|
#9 |
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
GURPS Powers, p. 101, "Double Knockback: To make this meaningful for low-damage attacks, double the basic damage of the attack, for knockback purposes only, instead of doubling yards of knockback."
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
|
|
|
|
#10 |
|
Join Date: Jan 2010
|
|
|
|
|
![]() |
| Tags |
| knockback |
| Thread Tools | |
| Display Modes | |
|
|