Knockback punch idea

Please use carefully and respect the copyrights of the works you convert by placing the appropriate information on your documents.

Moderators: PEG Jodi, The Moderators

Posts: 26
Joined: Thu Oct 02, 2008 7:27 pm

Knockback punch idea

#1 Postby Heroglyph » Sat Aug 18, 2012 9:50 pm

I am thinking of instituting a houserule that

Wild Attacks have the potential to knock someone back the same way the rules for a shield bash maneuver works.

Any thoughts on this? Any potential pitfalls I am missing?

Posts: 8267
Joined: Sun Apr 25, 2010 9:15 pm

#2 Postby ValhallaGH » Mon Aug 20, 2012 7:31 am

Wild Attack doesn't need the power increase. You're already getting +2 attack and damage, and now it can add +2d6, plus situational bonus (knocking a foe off a cliff into a river of lava). That's going to be pretty brutal in any terrain-filled encounter.

And then there are the mechanic questions. What rolls are involved in determining how far they are knocked back?

Also, why are you ignoring the FFF knock-back rules from the Super Powers Companion? Those are great for "everyone does knockback", and can be easily modified (amount of knockback, thresholds for it, changing from 1" to 1d4" to 1d10", if the knockback stacks and what it caps at, etc.). Lots of easy room to fit it to your campaign, and it will barely effect combat speed.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

Return to “SW Home-brew Settings & Conversions”

Who is online

Users browsing this forum: No registered users and 0 guests