psyber624 Posted November 19, 2012 Report Share Posted November 19, 2012 Well, I am having a bout of insomnia again (fairly standard for me) and I have been thinking about HERO alot today. I was rereading some stuff and started really looking at Knockback. Now, I haven't played at all yet (at least not since 4th edition) but on paper Knockback seems like in a standard 400 pt campaign pretty much any attack that connects will at the very least knock a player on his butt? Is that right? 8d6 Blast (average attack) is 8 Body on average, -2d6 (average 7) still results in 2m of KB. And that's just 8d6 (my understanding is that 12d6 is generally the cap for 400 points, and is quite common actually). And that leaves you (at a minimum) prone and at 1/2 DCV, right? Not arguing the point or debating if its balanced or not. I am just wondering if I am missing something or if this is how it works. (Breakfall seems like a REALLY good investment if this is the case) Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted November 19, 2012 Report Share Posted November 19, 2012 Re: Knockback You're not missing anything, you've got the basics. There are a multitude of ways to defend against Knockback: Bracing against it with Strength or Flight KB Resistance the power KB Resistance as a secondary effect of another power (Density & Growth) Damage Negation Barrier Most 'traditonal Bricks' like The Thing & Hulk probably have some base KB resistance. Cosmic Energy Projectors like Silver Surfer & Green Lantern are usually using some form of Barrier. A hybrid brick like Superman is usually focusing his ability to fly into Bracing, Density or Damage Negation. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted November 19, 2012 Report Share Posted November 19, 2012 Re: Knockback Forgot to add one thing.... If the initial attack uses Martial Arts then you subtract 1 more d6 from the KB (average of 10.5 or 11 rounding up). Quote Link to comment Share on other sites More sharing options...
Epiphanis Posted November 19, 2012 Report Share Posted November 19, 2012 Re: Knockback Knockback seems overpowered at first glance, but its flavorful and most of its tactical advantages can be countered by Knockback Resistance and/or the Breakfall Skill, so its not as unbalancing as it may initially appear. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted November 19, 2012 Report Share Posted November 19, 2012 Re: Knockback It's pretty consistent with the source material of superheroes knocking each other all over the landscape with every hit. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted November 19, 2012 Report Share Posted November 19, 2012 Re: Knockback This fight between Amazo and the Justice League has plenty of Knockback examples. http://www.youtube.com/watch?v=cAF-jDqAFro&feature=relmfu Quote Link to comment Share on other sites More sharing options...
psyber624 Posted November 20, 2012 Author Report Share Posted November 20, 2012 Re: Knockback Thanks, I was just making sure I wasn't missing something. I rarely see KB resistance on character write-ups so I didn't think it was popular. It just seems that getting knocked prone (and 1/2 DCV) from almost any common attack is very powerful. I guess that's why I always see Breakfall on High DCV characters (and will be sure to take it myself on same.) Quote Link to comment Share on other sites More sharing options...
griffinman01 Posted November 20, 2012 Report Share Posted November 20, 2012 Re: Knockback I actually see people in my playgroup buy KB resistance a lot. Most of our melee characters purchase some of it simply because they want to stay in the fight rather than getting knocked prone and have to spend time getting back up and then using the rest of their action to run back in for another round of the above. Obviously the slower/heavier people tend to buy this since it fits the character a bit more and the martial artists tend to not get hit in the first place. In most cases -3 of KB resistance (6 points) is enough to keep your footing in most fights I've been in (using 250-300 point characters) and that's something that kicks in all the time. Its worth depends mostly on how often you find your character picking himself off the ground. If you're doing it off of every shot then 6 points is a pretty cheap price to pay considering all the time you waste recovering from it. Quote Link to comment Share on other sites More sharing options...
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