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Knockdowns??
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garhkal
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PostPosted: Wed Jul 09, 2025 11:50 pm    Post subject: Knockdowns?? Reply with quote

Should some weapons be strong enough, even if hit (but soaked), it still should knock someone down?

IF so, what 'cap' should there be for that?
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FVBonura
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PostPosted: Thu Jul 10, 2025 1:59 pm    Post subject: Reply with quote

Energy weapon effects should be greatly reduced if you want to include them in the context of a house rule for knockdown. Many energy weapons are nebulous, what I mean is we may call them laser weapons but more often than not there are examples when it is described more like a plasma weapon.

In order to knock someone over there has to be sufficient mass to overcome the dexterity or “balance” of the target. Physical projectiles and blows would have more of an effect. I would use either raw dexterity or the running skill to mitigate knockdown.

I suppose there could be an abstract interpretation of knockdown whereby if the attacker beats the defenders roll by a certain amount the GM could call for a roll of dexterity. Also if the damage is significant, the GM could call for a roll of dexterity for a knockdown effect. Otherwise you might need another metric or stat for a given weapon to indicate the mass of the impact. Damage (force) would be the mass and acceleration of the attack. We would be looking for a stat that only indicates how heavy the impact is. We might be making the game too complicated but this was a really good question to ask. Good job old man.
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garhkal
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PostPosted: Thu Jul 10, 2025 2:26 pm    Post subject: Reply with quote

Which might make concussion guns more impressive.
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pakman
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PostPosted: Fri Jul 11, 2025 9:30 pm    Post subject: Reply with quote

I included Knockdown/Knockback keyword as a side effect of certain other attacks (I use keywords on certain rules and features to attach rules - that way don't have to spell them all out each time).

The basic mechanic is that a target who has been hit has to make a Brawling or Athletics* or Acrobatics opposed check against the result of the attack roll.

The specific skill - depends on the source of the attack.
If it is a creature/being - Brawling can be used to defend, otherwise it would be Acrobatics or Athletics.

If opposed check fails (i.e. the attack roll is higher) - the character is knocked prone (for the Knock Down keyword) or knocked back 3m for Knockback.

I have just associated this effect with different attack types.
Like some martial arts throws, or Force Powers.

The basic idea is just amend various creatures/weapons with this keyword (think it as another thing like Energy for damage type, or Stun).

Note: this is independent of the damage roll vs. target Strength for Damage. (another note in reviewing my house rules - some of these entries are a bit inconsistent, and I need to clean them up a bit...so is the way of house rules at time).

* Athletics - as part of my house rules I had consolidated many skills - swimming, climbing etc. are merged into Athletics. I have also combined brawling attack and brawling parry into a single skill.
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