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#71 |
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Join Date: Jan 2008
Location: Iceland
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As I see it the knockback rules represent somebody losing their balance and stumbling backwards from the force of a blow.
IIRC in Gurps there is no knockback from bullets or arrows....ever. It only applies to melee and hand to hand. Also knockback from impaling and cutting weapons only applies if the blow fails to pierce armor else the kinetic energy is spent making a hole or a cut. So that leaves crushing weapons and cut/imp that fail to go through armour. Knockback does not mean that you fly through the air, only that you stumble back 1 yard per 8 in BASE damage (ST10), if you are applying cutting or impaling bonuses then no knockback should have occured in the first place. If you fail DX then you fall backwards. Me with a Karate running jump kick have managed to kick a person 3 yards backwards. The person was holding a pad and bracing for the kick....the difference was that I weigh 250 lbs and the person holding the pad was a 140 lbs woman. The person did not fly backwards but lost her balance, stumble backwards and fell. Also you should try to find a person of equal weigh and push with all your body behind the push. I did this once to a guy who was trying to pick a fight and he was not ready and stumbled 2 yards backwards before falling on his ass. |
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#72 | |
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Join Date: Jan 2010
Location: Brighton
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Quote:
The thing is there is some rolling around afterwards that probably end up in other hexes. In GURPS terms on a 1 second turn basis I'd say that's moving while being prone. Sorry I couldn't get the last one to go for me, *the sitting chap can't get knocked directly down as there is a chair in the way Last edited by Tomsdad; 03-09-2016 at 11:12 AM. |
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#73 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
There's also the humour factor "Hey, Happy, that's a new flight record!"
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#74 | |
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Join Date: May 2015
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Quote:
We have played with house rules for prolonged falling/rolling/slipping/sliding (or "Tumbling"), but GM discretion is required. If you're knocked down, you may need to roll vs. DX (with modifiers including shock and stun) to avoid entering a Tumbling state, where you keep rolling away each turn until you make a roll or get someplace where the GM rules the terrain has you stop. It takes playtesting & tuning though to have it work out well and not seem weird or unbalanced. Of course, real mayhem is often weird, as seen in those videos. One of the trickier part for me is that the motion in video evidence is often based on weird body movements. Another is that it's also highly dependent on terrain specifics, which is hard to make general rules for, so it ends up being GM dependent. Of course it's miles better than other games & GMs I've seen - cases (not in GURPS) where people's characters died out of combat by slipping and rolling down a hill mainly due to improvised game mechanics. Here's a funny flying kick knockback that the comment above reminded me of: http://i.imgur.com/HaKAyI0.webm And everyone's favorite, the critical failure kick that results in self-knockback: http://i.imgur.com/2gcnK5H.gif Cow kick knockback: http://i.imgur.com/aM6MuAz.webm |
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#75 | ||
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Join Date: Jan 2010
Location: Brighton
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TBH looking again at the one's that show for me I'd say its all pretty much part of the initial falling down and pretty much stays within what in GURPS would roughly be a hex. So I wouldn't need extra rules for it.
The thing is while combat in GURPS precisely defines a hex, real life doesn't so I wouldn't go looking for exact match ups. Quote:
Quote:
*in fact even though GURPS separates such things, I'd argue in terms of knock back that's as much a flying slam as a kick! Last edited by Tomsdad; 06-16-2016 at 05:15 AM. |
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| Tags |
| knockback, please use commas, realism |
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