Re: Knockback

Originally Posted by
Agent X
If you're worried about knockback happening too often in high damage class games, just roll more dice to subtract from knockback for higher point characters or all characters.
Yeah, that's what I started doing. I did as follows:
"Knockback is less effective. Any character with "significant resistant defenses" (GM's discretion) automatically adds +1d6 to the roll, period. Most serious super-characters have this - .... In general, that means you're rolling against 3d6. If the BOD damage does not exceed resistant defenses, add 1d6 to the knockback roll as well. So much of the time it's against 4d6, as BOD rarely gets through. However, the 1.5x and double knockback options are available at 1/4 less than book price. Also, a character may voluntary use the old knockback rules when they are targeted as a method of creating distance albeit with damage. This is not the same as rolling with the punch, which you may abort to as preferred."
Just allowing the 1d6 more for "significant resistant defenses" opens up that for lesser characters they still tend to go flying, and the caveat re inflicting BOD also makes it rarer, but still possible. So big KB really only occurs for squishy hits on weaker beings, otherwise it tends to not be such a big thing unless the hit is in fact pretty big.
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