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#11 |
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Join Date: Mar 2009
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[edit] double post, woops [edit]
And thanks for all the great replies. This forum is a credit to the internet. Last edited by nerfninja; 05-20-2009 at 11:58 PM. |
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#12 |
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Join Date: Dec 2007
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Oh I know. I've wiped out on my motorcycle at highway speed. But it was nothing like what hitting a wall would have been like, and even slight armour was enough to protect me from lasting injury.
Last edited by David Johnston2; 05-20-2009 at 11:35 PM. |
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#13 |
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Join Date: Oct 2007
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Proper MC gear is excelent for taking the damage from something like that, but normal, non-protective clothing would have left you with lasting damage at that speed.
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#14 | |
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Join Date: Feb 2008
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Quote:
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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Note: User not handsome or named Paul. Last edited by Handsome Paul; 05-21-2009 at 08:15 AM. |
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#15 | |
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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.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#16 |
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Join Date: Feb 2008
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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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Note: User not handsome or named Paul. |
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#17 |
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Join Date: May 2005
Location: Oz
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Within a second, certainly, but probably in far less than a second. Assuming that the knockback and ground are horizontal he travels 28 yards in the time it takes him to fall to the ground from standing, which is probably less than half a second. 57 miles per hour. Ouch!
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Decay is inherent in all composite things. Nod head. Get treat. |
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#18 |
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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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#19 |
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Join Date: Oct 2006
Location: Chagrin Falls
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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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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#20 | |
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Join Date: Oct 2007
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Quote:
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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