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Old 05-20-2012, 04:29 PM   #31
kirbwarrior
 
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Default Re: knockback vs trees

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Originally Posted by Refplace View Post
Sesile alone does not just fit. You can be a rock and sessile and the normal KNB rules apply. However trees are more then just Sesile the root system is like a very powerful form of bracing. They are not just unable to move under their own power, they are anchored and actively resisting being moved (mostly they expect to b moved by wind not people but the same biology applies)
Normal Sessile is for trees and such. Sessile (Portable) is what a rock has.
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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, 06:05 PM   #32
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Default Re: knockback vs trees

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Originally Posted by kirbwarrior View Post
Normal Sessile is for trees and such. Sessile (Portable) is what a rock has.
Technically true and I just reread it and it specifies anchored rather then just immovable. However we have no rules for how strong that anchor is.
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Old 05-20-2012, 06:15 PM   #33
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Default Re: knockback vs trees

I wonder if this rule would be easier to grasp if we thought of buildings instead of trees. They are far easier to group into specific sizes. How hard is it to unearth a building?
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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, 06:59 PM   #34
sir_pudding
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Default Re: knockback vs trees

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Originally Posted by kirbwarrior View Post
Normal Sessile is for trees and such. Sessile (Portable) is what a rock has.
Kelp with it's holdfasts is Sessile. Trees have roots which should generally convey some additional resistance to knockback depending on the tree. If you really needed to write a character sheet for a tree you could probably just give them Resistant to Knockback +3 or +8 depending on the type of root system.
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