I have been recently running some big combats with the rules and have decided to run the game using a battle map, divided up into areas ala the old Marvel FASERIP game and using figures. This is because mainly my players get confused in a big combat where characters are.
I know Sentinels is not that kind of game, I know that already lol, but stay with me on this.
I am going to introduce some very easy knockback rules just to give combat a bit more physicality, this is my thoughts.
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for every multiple of 5 damage done by an attack a character goes back 1 area potentially. So an attack doing 10 points of damage will move them 2 areas, 15 damage 3 areas etc.
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If the character hit by the damage has a defensive power such as vitality or density or strength, for each power they have increases the damage multiple before they get knocked back to 6 or if they have multiples of this such as vitality and strength for example it will go to 7 and so on, before they are knocked back.
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If they have defensive abilities that reduce damage this will sometimes mean that if the damage reduced reduces under 5/10/15 etc it will reduce the areas knocked back, sometimes to zero.
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Some powers would make it impossible to be knocked back such as phasing.
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The attacker may have powers that reduce the damage multiple for each one they have such as strength, air, water, explosions etc this would mean the multiple might be 4 instead of 5 for knockback damage.
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some attacks would increase the multiple, such as martial arts attacks, magic, fire, etc.
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Some attacks would never cause knockback such as psychic attacks.
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if a character is flying they would reduce the damage multiple by 2 if they are hit by an attack, so for example a character would by knocked back 1 area for each 3 points of damage not 5.
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Finally if a character knocked back hits a hard surface, wood, stone, brick, metal etc they take damage depending how many areas they moved back
1 area d4/d4/d4
2 areas d6/d6/d6
3 areas d8/d8/d8
4 areas d10/d10/d10
5 areas max damage d12/d12/d12
These rules might seem complex but they are really pretty simple, i will playtest them for a while and let you know how it goes, I am hoping they will give combats a greater comic book feel and also that positioning will change more after each attack that causes knockback.