One of the things that's come up a lot in the game thread, in the Combat Clinic, and even in my tabletop group is how wildly over-powered Knock Prone is. It's not that it's a bad stunt. It's one of the ones that makes the most sense, in fact, since it works equally well for ranged and melee attacks and it represents something that is entirely likely to happen in a fight. It just happens too often and with too devastating an effect. In short, it packs a heck of a wallop for two stunt points.
In my tabletop group, we use real dice and therefore, I don't roll for enemies individually the way I do for this campaign. Knock Prone was responsible for two laughably easy encounters and one full party wipe (I allowed a passing good Samaritan to patch up the mage in time to prevent all but one permanent death, meaning that one player had to roll a new character because too much time had elapsed.)
The entire point of house rules is to bring the game into better balance. With that in mind, there are a few ways we could change Knock Prone to bring it in line.
- Up the stunt point cost to 5 Stunt Points.
- Make recovery a Minor Action. Characters who have not yet used both their Major and Minor Actions that round may get up as a Minor Action. Ranged characters would not be able to attack that round, since firing a launcher (magical or mundane) requires both actions. Melee characters would only be able to attack a combatant who was immediately adjacent to them, and they would not be able to change weapons or do anything else besides attack.
- Allow an Opposition Roll, like Stonefist or Disarm. I'm thinking it would probably be a Strength(Might) test, since it's harder to knock strong people over, and the Target Number would be the attacker's roll.
- Leave it alone and accept that it can be used against the party, too.
Thoughts?





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