Quote:
Originally Posted by sjmdw45
The trouble is that shoving is based on your thrust damage vs. enemy ST. In order to move a ST 12 enemy even one hex away from you, you need to roll at least 5 damage on (thr -1 per die), which means you need ST 17+ if you want your shove to be even halfway reliable. (1d+1 will be 5+ half the time.)
|
Sumo Wrestling at DX+2 makes this thr +1/die
Quote:
|
Basically, if you're strong enough to shove someone, you're strong enough to penetrate any armor they could reasonably be wearing, especially if you choose a swing weapon.
|
There are certainly cases where being able to do enough damage to shove the enemy doesn't mean you can penetrate armor. A golem armor swordsman has ST 13 and DR 17. That's 11 points of knockback (so 6+ on a Shove) versus 18 points of damage to penetrate (and of course a shove may be much more tactically valuable than inflicting a minor amount of damage).
Quote:
|
Also DFRPG doesn't come with rules for shoving someone sideways into the Pit of Death instead of directly away. It should be harder, maybe infeasible, unless you're much stronger than they are. That doesn't mean shoving people into the Pit of Death has to be infeasible but probably not while you're standing on a narrow ledge where one step to either side is death.
|
For knockback, "away from you" includes all three of your forward hex facings since in any of those cases the target is farther from you than they started. So you should be able to push them off at an angle.