Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-30-2012, 08:13 PM   #11
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

I've commented on the "Wait, slams from behind work like slams from in front?" thing before. Ignoring questions of defence/surprise, once the slam actually happens, contact is made, and dice are rolled, it does seem odd.

If a DX roll to avoid falling over does get rolled, a penalty seems in order. -4 for behind, -2 from the side for "harsh" version, -2/-1 for a "kinder gentler"?
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 06-01-2012, 02:42 AM   #12
Agent
 
Join Date: Nov 2009
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Also seems pretty common in comics for someone hit from behind to go down easier or suffer knockback from the proverbial blindside body block.

I suppose a penalty on the 'stay standing' roll might be warranted (though if they travel further this would already be covered).

EDIT:

Blargh, missed the last post there!

Anyway, I could be on-board for that, Bruno. I'd personally go with the harsher. Assuming I wouldn't use a reduced knockback resist equation for the victim.
__________________
Mythweavers PbP

Last edited by Agent; 06-01-2012 at 02:46 AM. Reason: page 2 wha wha??
Agent is offline   Reply With Quote
Old 06-01-2012, 01:26 PM   #13
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Something I've noticed is that knockback seems awfully hard to do already, considering that ST-2 (or HP-2) damage knocks you back one yard. This makes it very hard to knock someone back already. Maybe the rules need to make it easier for unresisting targets?
__________________
Quote:
Originally Posted by cosmicfish View Post
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.
kirbwarrior is online now   Reply With Quote
Old 06-01-2012, 02:24 PM   #14
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Quote:
Originally Posted by kirbwarrior View Post
Something I've noticed is that knockback seems awfully hard to do already, considering that ST-2 (or HP-2) damage knocks you back one yard. This makes it very hard to knock someone back already. Maybe the rules need to make it easier for unresisting targets?
Take a 200-lb chunk of metal. Take a five-pound sledge to it with your full strength; once and once only. How far back does it move? How far back do you expect it to move? (And how far back do you want it to move?)

GURPS says that a 200-lb chunk of metal has 46 HP. Its' not going to suffer a yard of knockback from that blow. Technically, it should move 5 inches back. (6/(46-2) yards.) A generic human should technically be knocked back 2 feet, 3 inches by the same blow; also less than a yard. (6/(10-2) yards.)
Sunrunners_Fire is offline   Reply With Quote
Old 06-01-2012, 02:28 PM   #15
Crakkerjakk
"Gimme 18 minutes . . ."
 
Crakkerjakk's Avatar
 
Join Date: Sep 2005
Location: Albuquerque, NM
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Quote:
Originally Posted by Icelander View Post
A Slam uses completely different rules from Takedowns, which means that your proposed rule is also a houserule, but not one that solves the fundamental problem of mass alone being relevant to how difficult something is to knock backwards or knock over in the Slam rules.
I use your MoS/2 on your attempted Slam as adding to your damage. So if you can AoA and Telegraph you stand a MUCH better chance of dropping someone than if they're prepared.

I also use HP as mass in all areas where mass should matter instead of ST.
__________________
My bare bones web page

Semper Fi
Crakkerjakk is offline   Reply With Quote
Old 06-01-2012, 04:47 PM   #16
Icelander
 
Icelander's Avatar
 
Join Date: Mar 2006
Location: Iceland*
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Quote:
Originally Posted by Sunrunners_Fire View Post
Take a 200-lb chunk of metal. Take a five-pound sledge to it with your full strength; once and once only. How far back does it move? How far back do you expect it to move? (And how far back do you want it to move?)
Realistically, of course, the shape of the chunk is more than a little relevant. If it's long and narrow, a blow near the top or bottom will probably knock it over.

It's this aspect that I find is severely lacking in the RAW. A man-sized super trying to knock over a giant will not be aiming at his center mass if he can help it. And when I tried to use the collision rules to figure out how a PC flying at 80 mph could knock over a drawbridge after he had cut the chains that were holding it up (so that he need only start it moving and gravity would do the rest), I found them no help at all. Hitting a sheet of material standing precariously on one end didn't change the HP value and didn't make any difference to the collision rules.

Needless to say, I made my own ruling. On the other hand, I don't like the collision rules being useless for much of what I would like them to do.
__________________
Za uspiekh nashevo beznadiozhnovo diela!
Icelander is offline   Reply With Quote
Old 06-01-2012, 09:29 PM   #17
Agent
 
Join Date: Nov 2009
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Knockback and hit location considerations...

Can one do 3 or 4 yards of knockback from a hit to the hand? Or at such extremes does that mean the hand is what flies that far? Heh.

I have the image of someone with hefty hand DR getting kicked there and going flying hand-first...
__________________
Mythweavers PbP
Agent is offline   Reply With Quote
Old 06-02-2012, 02:09 PM   #18
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Quote:
Originally Posted by Sunrunners_Fire View Post
A generic human should technically be knocked back 2 feet, 3 inches by the same blow; also less than a yard. (6/(10-2) yards.)
Which sadly means he doesn't move one bit in combat.
__________________
Quote:
Originally Posted by cosmicfish View Post
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.
kirbwarrior is online now   Reply With Quote
Old 06-02-2012, 02:10 PM   #19
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Quote:
Originally Posted by kirbwarrior View Post
Which sadly means he doesn't move one bit in combat.
GURPS has granularity issues sometimes, yep!
Sunrunners_Fire is offline   Reply With Quote
Old 06-02-2012, 02:14 PM   #20
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Subtle Indication of 'non-resisting' use HP for Knockback calculation?

Actually, on that note, since it's pretty close to a yard, I might try a house rule so that something close to pushing someone still has a chance to.

Another note, it seems really hard to knock back big things at all. Two giants with mauls might be able to knock the other back a yard or two at max, regardless of how big said giants are.

EDIT: It occurs to me these might not actually be problems. What it amounts to is that the amount of damage for knockback to occur is more than enough to take someone out (over 1/2 HP). I honestly don't know how realistic this is, so maybe I'm fretting over nothing.
__________________
Quote:
Originally Posted by cosmicfish View Post
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.

Last edited by kirbwarrior; 06-02-2012 at 10:08 PM.
kirbwarrior is online now   Reply With Quote
Reply

Tags
knockback

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:41 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.