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Re: [ORE] How do knockback and armor interact?

If someone wants armor that is based on kinetic absorption and want to be immune to knockback, they really should take another U quality to suck up knockback, or take the No Physics extra for the defends quality.

Hotjets   


On Thu, Jul 11, 2013 at 5:39 PM, Matt <moeheid@gmail.com> wrote:
I might take into account the nature of the power too. A Defends armor defined as kinetic absorption should mitigate knockback a little, but I might allow the player to reduce its current effect vs damage to reduce knockback. 

-Matt Conlon

On Jul 11, 2013, at 11:48 AM, Marco Subias <arkhamalum@gmail.com> wrote:


Armor protects you from damage, but won't anchor you down, unless you bought an Attached useful quality like "weighs a lot" that keeps you from being moved. I'd base the knockback distance on the base damage. This is a measure of kinetic force, whether one takes damage or not.  

Hotjets


On Thu, Jul 11, 2013 at 1:31 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
I was just wondering if anyone has an official ruling on how knockback and armor interact? Since base knockback is determined by shock and killing damage, I'm tempted to base the base knockback amount on how much damage would do *before* armor - it seems to make sense that someone hit by a 5SK attack (with the Mass quality, 6+ dice, etc) would get knocked back significantly even if they've got 5hd in Heavy Armor and thus aren't going to take any damage from the attack...

--
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