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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books. |
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The Book of Casual Rule: Knockback
The Book of Knockback Casual Rules C3G DC MASTER SET WORLD'S FINEST This set of rules is not necessary to enjoy C3G customs, but it is designed to enhance your SuperHero Battles by allowing figures to knock other figures backwards as they attack each other. _________________________________________________________________ Knockback Description- So you want to learn how to fly? Easy. Just anger the Hulk and let him punch you square in the jaw, then you will believe a man can fly... -Rulings and Clarifications-
-Strategy, Tactics and Tips-
-Heroscapers Community Contributions-
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. Last edited by tcglkn; January 13th, 2022 at 02:20 PM. |
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Re: The Book of Knockback Optional Rules
Awesome work, Griff. Thanks for creating these books.
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Re: The Book of Knockback Optional Rules
Can you clarify if you punch someone into a battlement on a castle and the circumstances in which they would go over it to fall to their doom. I know it takes 2 movement to jump over one. Does this mean that if I do 3 KB, they go over it and fall?
Thanks, Cigarman |
#4
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Re: The Book of Knockback Optional Rules
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From the outside of the battlement it takes a move of 4 to go over it: 3 for its height and 1 for moving over it. But to answer your question, the figure needs to move over the wall to avoid Knockback Damage against that wall. If the figure cannot move over the wall, then it takes Knockback Damage. You should use the same principal for all terrain, elevations, obstacles, etc. |
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Re: The Book of Knockback Optional Rules
I really love using "knockback" in the games we play. I have a question about how the "knockback rule was created. How did you decide to use the skulls to block skulls? Did you consider the the shields and blanks option? I think that was used in a previous Knockback rule. Do you know which way gives you a higher probability of knockback (I am not a real math guy) The only differences that I see is the that using the skulls you have more of a chance to take damage and not be Knocked back vs. the other way which increases knockback with damage taken. You would basically need a lot of blanks to stop the knockback but still take a lot damage. What do think? Also when knocked back into terrain or objects seems a little unclear. Do you count knockback points like movement points? That seems a little odd. Couldn't you say a figure will crash into any height or terrain elevation more than 1/2 it's height. So a figure large 6 could be knocked over a battlement but nothing shorter. I know technically its height is really 2 but it does take 3 to go over. Just some ideas...
Last edited by Drewman-chu; February 9th, 2010 at 11:23 PM. |
#6
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Re: The Book of Knockback Optional Rules
I believe Necroblade and Balantai hashed out that particular quirk. I think it had to do with thematic reasons. A skull represents a hit, a shield represents a block, and a blank represents a whiff. So if you whiff completely, you shouldn't stop KB or damage. Whereas you can block an attack (like Cap with his shield) and still get thrown back. A skull represents sacrificing your body to go more on the offensive and stand your ground (thus it stops Knockback).
I'm not sure how the math works out on these. It does (in my playtesting) make it a nice, light touch, though, which I like. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#7
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Re: The Book of Knockback Optional Rules
I will try both methods and see the different effects on the games. I think your right though the "Skulls" method is a lighter touch and shields and blanks method is "Hulk Smash" as the figure goes into the next county.
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#8
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Re: The Book of Knockback Optional Rules
Quote:
In other words, to stop a thrusting attack, you must meet or exceed its power with your own offense. This is translated perfectly in our Knockback rules IMO. Next week we will learn how to avoid the thrusting attack by rolling a 13 to Stray. |
#9
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Re: The Book of Knockback Optional Rules
I prefer to avoid the thrusting attack and make your attacker hurt simultaneously by using Evasive Strike.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: The Book of Knockback Optional Rules
You mean like Cunterstrike?
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#11
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Re: The Book of Knockback Optional Rules
Counterstrike is interpreted as being one of two different things, it can be a powerful thrusting block (usuru uke) that is designed to not only stop the attack, but to also specifically harm the limb that was attacking. This technique was popularized by Bruce Lee's Jeet Kune Do philosophy, attack the attacker. If someone kicks at you, block it so hard that it cripples that limb.
Or, counterstrike is interpreted as parrying an attack and following it up with one or more quick attacks in succession, and at a speed where the technique is one fluid motion in stead of just a block... then an attack. |
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Re: The Book of Knockback Optional Rules
Thanks Griff, you really know a lot about martial arts. What is your specialty?
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