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Paragon wrote:MEGS is pretty much the poster child for "don't do this" with knockback, since it could easily knock a target back far enough that those without strong movement powers would never be in the combat again. There are some intrinsic problems with the kind of progressive movement system MEGS and M&M use here anyway, but this just makes it really bad.
(In the DCH1 game we ran, one of the PCs actually managed to knock a villain out to the orbit of Jupiter, because of tricks you could pull with 1e Magic Link).

Zaran wrote:I'm a bit unfamilar with the rules. When you say add 15 to the damage for the DC does that mean you add 15 to the DC to resist ? So a DC 25 would be a DC 40?

GothicSilencer wrote:Hey, take this and combine it with Legend's houserule for Ranked Range Effects and we'd finally be getting some GREAT use out of that handy Ranks and Measures table at the beginning of DCA!!!




badpenny wrote:Why no damage from knockback impact if Push does/can do damage? If you're clobbered by a powerhouse and you go flying 250 feet into a brick wall, shouldn't that require a Toughness check when you smack into the wall? Again, if Push can do damage....
badpenny wrote:Second, What about Parry in terms of making the KB resistance check? In HTH combat, it makes more sense for a martial artist to slip the powerhouse's punch then to dodge it, and isn't that why the defenses are split: Parry for Close and Dodge for ranged?
badpenny wrote:I've missed knockback in 3e!


badpenny wrote:I love the rule, but questions:
Why no damage from knockback impact if Push does/can do damage? If you're clobbered by a powerhouse and you go flying 250 feet into a brick wall, shouldn't that require a Toughness check when you smack into the wall? Again, if Push can do damage....
Second, What about Parry in terms of making the KB resistance check? In HTH combat, it makes more sense for a martial artist to slip the powerhouse's punch then to dodge it, and isn't that why the defenses are split: Parry for Close and Dodge for ranged?
I've missed knockback in 3e!

rstehwien wrote:I did too as the "its a complication" just didn't work for me... otherwise those JLA battles I've watched were handing out hero points each attack. Also "its a complication" isn't well explained for the villains suffering complications at all.

Paragon wrote:badpenny wrote::
I love the rule, but questions:
Why no damage from knockback impact if Push does/can do damage? If you're clobbered by a powerhouse and you go flying 250 feet into a brick wall, shouldn't that require a Toughness check when you smack into the wall? Again, if Push can do damage....
Push doesn't double-dip. There are serious balance issue with doing damage to people twice in one attack, and its problematic in all the few places it occurs. I thought not making it a regular feature of getting a crit was probably a good idea.
Paragon wrote:slaughterj wrote: wrote:
Also, look at the flip side, if based on crits, then PCs who want to do knockback more frequently will see the way to do that is by buying more increased critical, which may not be particularly suited to their character design, but would be hard to pinpoint and reject as a GM. But it will be odd to have a bunch of increased critical bricks running around, which this rule would promote.
That would be why I included the Improved Knockback Advantage; it does the same thing at increased efficiency if all you want is the knockback. So honestly, there's no reason to take the Increased Crit if that's all you want.
Paragon wrote: Instead of a normal attack, a person can attempt a Push: a Push takes a -2 on the attack roll, and uses the attacker's Strength to attempt knockback as indicated above with no need for a critical hit. An Advantage called Improved Push will eliminate the -2 hit penalty.
Unlike the case with normal knockback, a push can do damage to the target if he hits an obstacle.
Unbeliever wrote:We allow you to substitute Knockback for a Daze result. I can post the full rules if you like. It's been pretty simple and straightforward, though I often forget about it.



danelsan wrote:so, what you guys think of the Knockback rules presented in the recently released Gamemaster's Guide?

rstehwien wrote:danelsan wrote:so, what you guys think of the Knockback rules presented in the recently released Gamemaster's Guide?
meh
I prefer Paragon's and will continue to use it. Also had nothing for pushes and such. Knockback, pushes, and the move object (only to move things away) have been one of the weakest parts of 3E for me and continue to be so. I run my fights like battles you see on superhero cartoons (JL and Avengers mostly) and people are always being knocked around, thrown, etc.


danelsan wrote:rstehwien wrote:danelsan wrote:so, what you guys think of the Knockback rules presented in the recently released Gamemaster's Guide?
meh
I prefer Paragon's and will continue to use it. Also had nothing for pushes and such. Knockback, pushes, and the move object (only to move things away) have been one of the weakest parts of 3E for me and continue to be so. I run my fights like battles you see on superhero cartoons (JL and Avengers mostly) and people are always being knocked around, thrown, etc.
Just to make sure people new to the game don't get any wrong impressions, I feel the need to point out that the knockback rules for 3rd edition are very similar to the ones for 2nd edition

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