I got the feeling "non physical" powers were relatively common so high level HAR on one or two characters shouldn't be too troublesome.
-Matt Conlon
-Matt Conlon
We have something similar and what I do is hit as if the armor wasn't a factor (i.e. no HAR) to figure knockback, but then take it into account when figuring actual damage.--
So the character in our game (HAR 4) gets hit for 4 S+K by a knockback capable attack. He does get knocked back the requisite number of yards, but the HAR 4 is enough to negate the damage.
I am toying with the idea of having HAR specifically reduce damage, not the Width which allows for huge attacks (like say something with W+10 damage) still overpower armor so that sometimes the "tank" does, in fact, need to get the heck out of the way. As it is, HAR 4 or 5 or 6 is pretty freaking hard to get around without making an opponent specifically designed to do just that, which feels cheap to me.
Date: Sat, 14 Jul 2012 23:20:31 -0700
From: level.of.badass@gmail.com
To: cult-of-ore@googlegroups.com
Subject: [ORE] HAR and Knockback
In my early experiences of running WT I ended up with a player who had a HAR of 6 and even though his character was pretty huge he was not quite heavy enough to qualify for increased mass.
He once almost got into a fight with a huge, physically strong NPC called Superbrute.
Superbrute had a body of 8 with two levels of booster and a few extra Attacks levels which made him capable of launching someone ~28 yards per hit, but he could never land a hit as the player's bulletproof carapace made Superbrute's fists slide right off as I found nothing in the book about how HAR interacts with knockback. I have a hard time imagining why HAR would prevent a character from getting hulked across the street, even if it deals no damage. Is this right or did I miss something vital when reading the rules?
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