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Bouncing an attack


Kzinbane

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Here is a place where my physics knowledge really gets in the way of my GMing. One of the players in the current game is HotShot - his main attack power is to use objects and turn them into PD energy blasts (think Bulls Eye from dare devil - sort-of). One effect he likes is bouncing an attack.

How does - for example captain America's shield, or Cyclops' eye beam "know" not to damage the first, second and however many objects it hits, but DO damage the villain or other target?

If Hotshot tosses his ball bearing at a wall in order to hit someone standing behind him why doesn't the wall end up taking most of the energy from the blast? Yes, yes I know, this is a comic book game so I have been letting him go so far with that (last game though made him pay a dice for the ricochet).

This continues to bug me though. Does it bug anyone else? Am I being too logical in this instance and should let it go? Am I missing a rule or something that limits bouncing attacks (other than DCV/OCV)?

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Your knowledge of real world physics inhibits the path to the understanding of the true laws that govern the lives of our heroes:

 

plot driven physics and writer's caveat

 

No one wants to talk about the property damage cap did to the expensive aged brick facing while bouncing his shield off of three walls to catch the villian unawares.

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I say, let 'em bounce. It's not that much of a tactical advantage that it would be unbalancing to the game. And I like it when my players try clever things.

 

Plus, I have a fondness for Bounce maneuvers, since my first energy projector character used to bounce his light attack off of another PC. And I'd probably say that would be a good use for a 2-pt. CSL now.

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