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Old 05-18-2012, 06:25 PM   #11
DouglasCole
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Default Re: knockback vs trees

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Originally Posted by Lord Carnifex View Post
Is that knockback or knockdown?
Catastrophic kill, I think. Fair point, in any case, and there were some trees even a 60-ton tank must drive around.
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Old 05-18-2012, 07:08 PM   #12
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Default Re: knockback vs trees

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Originally Posted by Lord Carnifex View Post
Is that knockback or knockdown?
I don't think it makes any sense for anything without a nervous system to roll for knockdown.
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Old 05-18-2012, 08:00 PM   #13
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Default Re: knockback vs trees

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Originally Posted by sir_pudding View Post
I don't think it makes any sense for anything without a nervous system to roll for knockdown.
Maybe not by RAW, but I'm pretty sure that it takes less energy and less damage to knock a tree down than it does to knock one back.
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Old 05-18-2012, 08:03 PM   #14
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Default Re: knockback vs trees

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Originally Posted by Lord Carnifex View Post
Maybe not by RAW, but I'm pretty sure that it takes less energy and less damage to knock a tree down than it does to knock one back.
I don't see how it's even possible to knockdown a tree. Knockdown in GURPS is the result of shock, isn't it?
Quote:
Originally Posted by p B420
Whenever you suffer a major
wound, and whenever you are struck
in the head (skull, face, or eye) or vitals
for enough injury to cause a shock
penalty (see Shock, p. 419), you must
make an immediate HT roll to avoid
knockdown and stunning.
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Old 05-18-2012, 08:13 PM   #15
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Default Re: knockback vs trees

Knocking and inanimate object over is not the same as "knockdown" Even without a root system...
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Old 05-19-2012, 07:33 AM   #16
NineDaysDead
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Default Re: knockback vs trees

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Originally Posted by sir_pudding View Post
I don't see how it's even possible to knockdown a tree. Knockdown in GURPS is the result of shock, isn't it?
In GURPS terms, trees probably have Immunity to Pain [30].
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Old 05-19-2012, 09:35 AM   #17
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Default Re: knockback vs trees

B353:

"... Knock Over: 12*BL.
Double this if you have a running start.
The GM can also make allowances for
precariously balanced objects, to
make them easier to tilt."
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Old 05-20-2012, 01:08 AM   #18
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Default Re: knockback vs trees

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Originally Posted by Ulzgoroth View Post
An intact tree is best characterized as No Legs (Stationary). I believe that includes immunity to knockback.
I don't know about immune, but it makes sense to me that you have to do a significant amount of damage to cause it... which makes me realize the knockback rules don't apply well to giants (They have to take pretty much their HP in damage to get knocked back a single yard?)

How much HP does said tree have? Maybe that much damage in one blow (including the collision damage) might be enough to uproot it.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 05-20-2012, 01:15 AM   #19
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Default Re: knockback vs trees

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Originally Posted by kirbwarrior View Post
I don't know about immune, but it makes sense to me that you have to do a significant amount of damage to cause it... which makes me realize the knockback rules don't apply well to giants (They have to take pretty much their HP in damage to get knocked back a single yard?)
Indeed, No Legs (sessile) weirdly doesn't actually provide any protection against knockback at all, even though actually being knocked back would, in and of itself, incapacitate or kill most Sessile entities.
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Old 05-20-2012, 01:26 AM   #20
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Default Re: knockback vs trees

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Originally Posted by Ulzgoroth View Post
Indeed, No Legs (sessile) weirdly doesn't actually provide any protection against knockback at all, even though actually being knocked back would, in and of itself, incapacitate or kill most Sessile entities.
Hmm, that makes me think that taking ST-2 (or 80% of ST, which makes far more sense to me) damage is enough to uproot it, considering how much damage that must be.
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