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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #1  
Old February 6th, 2010, 10:06 AM
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Issue with Knockback

I really like the idea behind the Knockback feature. It gives a comic-book feel to the game. There is however one issue we have stumbled over, that didn't quite make sense:
A figure is knocked back 1 space over an edge, however 4 levels down is a Pine tree. So the figure remains in it's original place and rolls for Knockback Damage, correct?
If this is correct, I'll start having pictures of "Secrets of Monkey Island" in my head. Are the trees really rubber trees?
What about an Extreme Fall?
Finally, what happens if there is not a tree, but a another miniature, at the end of the fall? Should both models roll for Extreme Fall?
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Old February 6th, 2010, 12:17 PM
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Re: Issue with Knockback

Why not do it like Jotun's throw? You can knockback a small or medium figure into an open, same-level or lower space up to three clear-sight spaces away in a line created by the two figures. They don't take leaving engagement attacks, they do take falling damage if appropriate. If there aren't any spaces available, they take one wound.

That way you can knock them right over the tree (assuming they start above the tree).
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  #3  
Old February 6th, 2010, 12:53 PM
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Re: Issue with Knockback

Quote:
Originally Posted by DBC View Post
I really like the idea behind the Knockback feature. It gives a comic-book feel to the game. There is however one issue we have stumbled over, that didn't quite make sense:
A figure is knocked back 1 space over an edge, however 4 levels down is a Pine tree. So the figure remains in it's original place and rolls for Knockback Damage, correct?
If this is correct, I'll start having pictures of "Secrets of Monkey Island" in my head. Are the trees really rubber trees?
What about an Extreme Fall?
Finally, what happens if there is not a tree, but a another miniature, at the end of the fall? Should both models roll for Extreme Fall?
You cannot move a figure onto an occupied space with these knockback rules. So whether there's a tree or another figure down at the bottom of that cliff, you couldn't move the figure there and you'd have to stop and roll for knockback damage since you couldn't move the figure.
If that seems weird thematically, think about it this way - the figure that's getting knocked back sees he's about to go flying off a cliff, so he does his best to stop his momentum and grab on to that cliff's edge instead, exposing himself more to the punch in the process to further risk taking damage.

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Old February 6th, 2010, 01:01 PM
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Re: Issue with Knockback

Quote:
Originally Posted by IAmBatman View Post
Quote:
Originally Posted by DBC View Post
I really like the idea behind the Knockback feature. It gives a comic-book feel to the game. There is however one issue we have stumbled over, that didn't quite make sense:
A figure is knocked back 1 space over an edge, however 4 levels down is a Pine tree. So the figure remains in it's original place and rolls for Knockback Damage, correct?
If this is correct, I'll start having pictures of "Secrets of Monkey Island" in my head. Are the trees really rubber trees?
What about an Extreme Fall?
Finally, what happens if there is not a tree, but a another miniature, at the end of the fall? Should both models roll for Extreme Fall?
You cannot move a figure onto an occupied space with these knockback rules. So whether there's a tree or another figure down at the bottom of that cliff, you couldn't move the figure there and you'd have to stop and roll for knockback damage since you couldn't move the figure.
If that seems weird thematically, think about it this way - the figure that's getting knocked back sees he's about to go flying off a cliff, so he does his best to stop his momentum and grab on to that cliff's edge instead, exposing himself more to the punch in the process to further risk taking damage.
Not to mention you could always just house-rule it. They're already optional rules. In my games I will allow the person moving the knocked back figure to move the character to any available adjacent space.
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