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Living Superheroes Persistent Play-by-Post Campaign of Superheroes (using Mutants & Masterminds 2nd Edition Rules).

 
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Old 23rd September 2006, 11:18 PM   #1 (permalink)
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New Extra: Knockback

KNOCKBACK +1 MODIFIER

When applied to a non-Damage effect, this extra causes it to inflict knockback like a Damage effect.
This is best suited to attack effects, naturally, although the GM should adjudicate applications of the modifier.
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Old 22nd March 2007, 04:48 AM   #2 (permalink)
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Quote:
Originally Posted by hero4hire
KNOCKBACK +1 MODIFIER

When applied to a non-Damage effect, this extra causes it to inflict knockback like a Damage effect.
This is best suited to attack effects, naturally, although the GM should adjudicate applications of the modifier.

I vote Yes
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Old 22nd September 2007, 11:43 PM   #3 (permalink)
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You can't vote for you own stuff!

Though I, too, vote YES. I could certainly see it being applied to an Auditory Dazzle, or a "sonic boom" Stun.
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Old 28th September 2007, 12:07 PM   #4 (permalink)
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I looked this up in UP last night but still have some questions:

Knockback only applies on Dammage effects if the result is stun or worse. How does that translate to non-dammage effects. (eg Aditory Dazzle) does the Knockback come in if the reflex save is failed, or is it only if the save is failed by 5 or more, (as for a stun result)?

I also have slight concerns that if Knockback is an extra then "No Knockback" would be a flaw on dammage effects (by symetry), so "Blast - No Knockback" would only be 1pp/rank, and that does not sound right to me.
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Old 28th September 2007, 02:12 PM   #5 (permalink)
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Quote:
Originally Posted by rgordona
I looked this up in UP last night but still have some questions:

Knockback only applies on Dammage effects if the result is stun or worse. How does that translate to non-dammage effects. (eg Aditory Dazzle) does the Knockback come in if the reflex save is failed, or is it only if the save is failed by 5 or more, (as for a stun result)?
I'd lean towards the "fail the (initial) save by 5 or more."

Quote:
Originally Posted by rgordona
I also have slight concerns that if Knockback is an extra then "No Knockback" would be a flaw on dammage effects (by symetry), so "Blast - No Knockback" would only be 1pp/rank, and that does not sound right to me.
Not necessarily -- at a certain point the Action Flaw becomes the Action Drawback, and some situations are better handled as a Power Loss rather than Limited. If "No Knockback" isn't limiting enough to be a Flaw (and I would agree on that), we can certainly rule that it's a Drawback.
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Old 28th September 2007, 11:58 PM   #6 (permalink)
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Again I know I cant vote but sometimes breaking the rules garners attention. Unfortunately it failed....

Adding Knockback to a Power that otherwise cannot is certainly more useful then taking it away to a power that can.

I would submit that non-damaging affects are easier to save then damaging ones by precisely 5 points for that matter and therefor it is already balanced.
It is much harder to fail by 5 for a non damaging effect and I fear this extra would see very little effectiveness if failing by 5 was stipulated.
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Old 12th October 2007, 11:40 AM   #7 (permalink)
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YES

I've thought about this one long enough. It's in the core book. I can't see anything wrong with it.

Personaly I would go for H4H's interpretation and any fail gets the knockback, not just fails by 5 or more.
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