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  • MobiusHero
    replied to Knockback as Falling Damage
    However, you can choose the direction you knock them. If you knock them in the air, they do in fact move the full range band up, and they would then take falling damage from the return to the ground.

    In any case, the charm I was designing could only do one range band of knockback, so it wasn't really going to be much, and the initiative damage they would be taking would only be the levels part, not the dice part. We were really trying to make sure it was as fair as possible.
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  • MobiusHero
    replied to Knockback as Falling Damage
    We were actually a bit worried about that very thing. We were originally planning on making the possible resulting fall damage from the charm only apply to withering unless used with a decisive attack. And the extra withering damage would be subtracted from the opponents pool, but not added to yours.
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  • MobiusHero
    started a topic Knockback as Falling Damage

    Knockback as Falling Damage

    I was trying to make an athletics charm for use in combat, that made you basically always doing knockback, as long as you had a certain amount of motes committed to ongoing athletics charms. It occurred to my group that the way we had been interpreting knockback might be a little off.

    We have been working with the assumption that if you are knocked into something, you take falling damage equivalent to the difference of how far you should have gone, and how far you did go.

    If you were knocked to short from close, but collided with something at close, then you would take...
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MobiusHero
MobiusHero
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Last Activity: 05-16-2017, 09:39 PM
Joined: 02-10-2015
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