Welcome to BASH! - Basic Action Superheroes
Honor + Intrigue!!  Cinematic Swashbuckling Rolepaying Game
  Login or Register
::  Home  ::  Your Account  ::  Forums  ::
   
Menu
 
Site Information
Your IP: 54.158.217.43

Welcome, Anonymous
Nickname
Password

· Register
· Lost Password
Server Date/Time
20 August 2017 05:52:24 UTC (GMT +0)
 
BASH! - Basic Action Superheroes: Forums

BASH - Basic Action Super Heroes :: View topic - Tinkering with Knockback

 
 Forum FAQForum FAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups      RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Tinkering with Knockback

 
Post new topic   Reply to topic    BASH - Basic Action Super Heroes Forum Index -> The Laboratory
View previous topic :: View next topic  
Author Message
Jukeboxer
Costumed Crimefighter
Costumed Crimefighter


Joined: Aug 05, 2010
Posts: 132
Location: DFW, TX

PostPosted: Tue Aug 31, 2010 6:45 pm    Post subject: Tinkering with Knockback Reply with quote

The base Knockback procedure in BASH is the best I’ve seen.

There are two aspects where I am considering house rules to suit my slightly realistic taste:

1. Secondary Damage- when impacting a solid object
2. Mass/Brawn Relationship

Separate post for each will follow. Given my limited experience with BASH, I appreciate any thoughts on how this might skew the game and what to watchout for...
_________________
Gary Brown
Whimstorm - my gaming archives
www.whimstorm.com
Back to top
View user's profile Send private message
Jukeboxer
Costumed Crimefighter
Costumed Crimefighter


Joined: Aug 05, 2010
Posts: 132
Location: DFW, TX

PostPosted: Tue Aug 31, 2010 6:47 pm    Post subject: Secondary Damage from Knockback Reply with quote

Secondary Damage:
BASH treats knockback damage as falling damage, but for my world it differs in a couple of significant ways:
• The “knocked” character is actually decelerating.
• The Damage Multiplier (DM) suffered from knockback, should not exceed the force of the blow that caused the knockback.

With those two points in mind, when a character is knocked back, he is carrying the most force in the first square of movement. The DM of the secondary impact is based on the DM of the attack relative to the amount of potential distance travelled.

Simplistic Example: An attack at DM 5 causes 50-foot knockback. The decreasing DM for impacting a wall would break down like this:

10 ft = DM 5
20 ft = DM 4
30 ft = DM 3
40 ft = DM 2
50 ft = DM 1

I think it would be reasonably easy to fudge this as a narrator. Example: DM 4 causes a 72 ft knockback result to a target that travels 40 ft before hitting the wall? No problem. He travelled about half of the potential distance; therefore DM 2 applies to the secondary damage roll.
_________________
Gary Brown
Whimstorm - my gaming archives
www.whimstorm.com
Back to top
View user's profile Send private message
Jukeboxer
Costumed Crimefighter
Costumed Crimefighter


Joined: Aug 05, 2010
Posts: 132
Location: DFW, TX

PostPosted: Tue Aug 31, 2010 6:48 pm    Post subject: Mass & Brawn Reply with quote

Mass Factor:
Most of the time, I believe the basic Brawn works fine. In odd cases, however, I may adjust the knockback factor based on the mass of the target affected. For instance, you could have Brawn 4 “mighty mite” kind of hero that weighs 120 lbs or a Brawn 3 bruiser that weighs 400 lbs. So my thought is to treat the 120 lb terror as if he had a Brawn of 1 for knockback purposes, whereas the 400 lb tough guy matches his Brawn 3 rating. An archetypical paragon, 240 lbs with Brawn 5, would actually be brawn 2 for figuring knockback, but a world class brick, weighing 800 lbs with Brawn 5, gets the full benefit of his brawn for knockback. Growth (Density) and Shrinking adjustments would still apply normally.

This amounts to a “ballpark” approach to knockback, but with a system as simple and elegant as BASH, I don’t see why it would not work.
_________________
Gary Brown
Whimstorm - my gaming archives
www.whimstorm.com
Back to top
View user's profile Send private message
dugfromthearth
Costumed Crimefighter
Costumed Crimefighter


Joined: Aug 17, 2010
Posts: 165


PostPosted: Fri Dec 03, 2010 10:32 pm    Post subject: Reply with quote

for damage, why not just do 1 DM per extra square left of knockback?

knockback of 5, 3 squares later you hit. 2 squares of leftover knockback so 2 DM
Back to top
View user's profile Send private message
Jukeboxer
Costumed Crimefighter
Costumed Crimefighter


Joined: Aug 05, 2010
Posts: 132
Location: DFW, TX

PostPosted: Tue Jan 04, 2011 12:14 am    Post subject: Reply with quote

dugfromthearth wrote:
for damage, why not just do 1 DM per extra square left of knockback?

knockback of 5, 3 squares later you hit. 2 squares of leftover knockback so 2 DM


Sorry, I've been away from this forum for too long and just now saw this reply.

Anyway, your suggemstion could work in most cases, but it doesn't address this issue for me. I was trying to avoid instances where the knockback DM could totally outclass the DM of the attack that caused it.

Or am I concerned about something that doesn't really happen in practice?
_________________
Gary Brown
Whimstorm - my gaming archives
www.whimstorm.com
Back to top
View user's profile Send private message
Paladin
Sidekick
Sidekick


Joined: Nov 15, 2011
Posts: 21


PostPosted: Sun Nov 27, 2011 11:13 am    Post subject: Reply with quote

I, too, decided to tinker with KB, but for different reasons. We all felt that it happened just too often for our tastes.

Thus, I am incorporating the following:

Intentional Knockback

As it is, Knockback is a little too ubiquitous and slightly annoying. In this campaign, you must intend to do knockback with an attack, and you must spend a Hero Point (the GM must spend a Setback) to grant the chance of Knockback. After rolling to hit, you may declare Knockback intent and spend the Hero Point (before rolling damage). All other rules apply as normal.

The Push power is exempt from this; it's very nature is to do Knockback.

"Normal" combat (non-superstrength fists, normal guns, normal swords, etc.) cannot be used to do Knockback; you must have a Brawn of 3 or be using a Special Attack to cause Knockback.

Regarding the "more damage from KB than the attack..."

Yeah, that is an interesting point. I suspect the answer is to simply cap the damage at whatever the core multiplier was that hit the character in the first place.
_________________
Sean Patrick Fannon
Creative Director, SilverMeet Studios
Creator, Shaintar & the OmniVerse
Marketing & Communications, DriveThruRPG
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    BASH - Basic Action Super Heroes Forum Index -> The Laboratory All times are GMT - 5 Hours
Page 1 of 1
  
  

Jump to:   

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001 phpBB Group

All logos and trademarks in this site are property of their respective owner.


The comments are property of their posters, all the rest © 2010 by Basic Action Games.




(Original PHP-Nuke Code Copyright © 2004 by Francisco Burzi)
Page Generation: 0.09 Seconds
:: BASH! style by Basic Action Games ::