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barsoomcore

Unattainable Ideal
So the idea is to make combat less "stand still and we'll hack each other into pieces" and more "Woo! Let's chase each other all over the battlefield like crazed monkeys with edged weapons!"

In case you didn't know, I'm rooting for the monkeys. Crazed monkeys, yum.

This rule is an alteration to the existing combat rules. It is not a feat nor a combat action but a new result to existing actions (damage, actually). One can come up with feats that might come out of this new rule, however.

Knockback Effect (a damage effect)

Anytime a character is hit for damage by a melee weapon, that character moves five feet directly away from the character who just hit them. The attacker may if they choose move five feet to maintain the distance between them, but cannot otherwise take a move action. Both moves happen everytime a character is struck by a melee weapon for damage. These movements are considered free actions but draw attacks of opportunity as normal movement. The attacker's following move must come before any other action by the attacker, including additional attacks, five-foot steps, or move-equivalent actions.

Attacks of opportunity, if successful, likewise move the defender, but the attacker cannot in that case choose to follow. Attackers can only follow defenders on the attacker's action.

A defending character can attempt to stand firm in the face of their enemy's attack. A character can resist the Knockback Effect by making a melee attack roll against a DC of 10 + the damage dealt by the attack. If successful, the character remains in the square they were in and the attacker is unable to move forward.

If a character's movement would take them into a solid object, they do not move. Instead they suffer a -1 circumstance bonus to AC after taking a hit that deals damage until their next action. This penalty stacks. They can avoid this penalty by successfully resisting the Knockback Effect, as detailed above.

Expected results of the new rule:

-- People will end up chasing each other all over the battlefield.
-- Making a clean getaway now requires smacking them, driving them back so they no longer threaten you, and then running for it.
-- Flanking someone will really suck for them because if one attacker hits he drives the defender into the same square as the opposite attacker (thus giving that one an attack of opportunity which, if successful, smacks him right back into the middle -- flanked by people with sneak attack = dead very quickly).
-- Driving people into walls or corners will be an effective tactic. Being in a corner against someone who gets multiple attacks per round is quickly going to start sucking.
-- Trying to resist getting pushed off cliffs will be more common (I see drastic changes in Barsimian geography coming up).
-- Retreating into a mass of your buddies is a very smart idea (you can keep from getting hit multiple times if your opponent doesn't want to risk a bunch of AoO's).
-- Taking a five-foot step just to change the angle of attack will be a common tactic, in order to drive your opponent in a given direction.

Problems

-- What's the point of Bull Rush now? Actually, I have a bit of an answer -- with Bull Rush you don't have to do damage (so you could Bull Rush someone with damage resistance, who ought to be immune to Knockback) and you can push them back more than five feet if you happen to be strong like tractor. Or big.
-- Is it more record-keeping and dice-rolling? I kinda don't think so though a play-test or two is probably in order. You only roll dice in extraordinary circumstances (like when you're teetering on the edge of a cliff), which is maybe kind of a good thing (I imagine a certain degree of nail-biting at those rolls...).
-- It's important to keep in mind that this isn't really Knockback, right? You're not sending people flying -- they're just having to retreat in order to not get their heads cut off. Hence the resist roll is an attack roll and not an opposed Strength check -- you just have to keep your wits and your instincts sharp and you can stand firm.

Thoughts?
 

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New rule: tactical maneuvering. If you take at least a 5 foot step on your turn, you get a +1 dodge bonus to AC until your next turn. Implement that, and your PCs will be boogying all over. At least 5' at a time.
 

DanMcS,

How about requiring that the move be a step away from a given target (against whom the bonus then solely applies)?


barsoomcore,

I think the name is kind of misleading. Knockback makes it sound like the person is physically being knocked backward by the sheer force of the blow, whereas you seem to be thinking more of tactical maneuvering based on the ebb and flow of melee, right? Correct me if I'm wrong. I can't think of a good name though at the moment...
 
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kenjib said:
DanMcS,
How about requiring that the move be a step away from a given target (against whom the bonus then solely applies)?

Because I was picturing it encouraging people to circle instead of standing still while fighting. It would work just as well the way you wrote it.

I think the original idea could get some improvement. If you hit someone, they move back, representing their movement trying to avoid being hit? I'm not completely with that.

Maybe if you hit, the damage is used as the basis for a Bull Rush type check. If you miss, have the missed combat roll used as the basis for the Bull Rush. So if I hit you and do 8 points of damage, you have to make a STR check versus that or get knocked back. If the attacker misses but rolls a 15, the defender makes a Trip check (best of STR or DEX) versus that or moves back a square. I used trip for the second one, to let someone avoid it as well as just shrug it off.
 

The auto-knocked-five-feet-back is a bit odd. You get knocked five feet back if a kobold stabs you for a point?

Check out the Knockback feat in House Rules that I'm just about to post . . . I was thinking of making it a feat, but I suppose one could say it's simply a maneuver that anyone could use in a combat.
 

Forrester said:
The auto-knocked-five-feet-back is a bit odd. You get knocked five feet back if a kobold stabs you for a point?
First off, note that even a first-level character has a better than 50% chance to resist being driven back by said kobold. Anybody with at least a +10 on their melee attack doesn't even have to roll.

Apparently people didn't read this bit:
from the very mouth of Barsoomcore
It's important to keep in mind that this isn't really Knockback, right? You're not sending people flying -- they're just having to retreat in order to not get their heads cut off. Hence the resist roll is an attack roll and not an opposed Strength check -- you just have to keep your wits and your instincts sharp and you can stand firm.
Okay, so I chose a lousy name, I'll take my lumps.

It doesn't really need a name at all -- it's just a standard effect of damage.

Your Knockback feat is fine (I use a very similar one myself, though my preq's are Improved Trip and Knockdown) but it's a completely different thing, you see? Superhero combat vs. Errol Flynn combat.
 

DanMcS said:
If you hit someone, they move back, representing their movement trying to avoid being hit? I'm not completely with that.
The idea is that hit points don't represent (necessarily) physical toughness. Because we all know that gets silly in a big hurry. So when you take a few hit points, what you've really done is expended a bit of your strength to turn a deadly blow into a relatively harmless one.

And, according to this (monkey-inspired) system, in order to do so, you need to take a step back from your opponent. If you're exceptionally skilled (or the attack wasn't actually all that bad), you can hold your ground, but I am expecting that most characters, when hit, will simply take the enforced move. I don't want to suddenly turn every attack roll into TWO attack rolls. And in fact, if your primary melee attack bonus is greater than the damage you just took, you don't have to back up at all, since you can automatically make the resist check.

It seems simplest to make it an "always-on" thing rather than a combat manuvering thing. I thought.
 

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