Double Knockback

B104 and B111
P101:
:double the basic damage of the attack, for knockback purposes only, instead of doubling yards of knockback
A good step, but this doesn't go far enough, because for low ST or Defensive Attack, damage is very often ZERO, so doubling it doesn't help.
The better solution would be to double Striking ST for purposes of determining the dice to roll.
As for things like passing DR to inflict Side Effect or Symptoms, the result could then be halved.
The same approach is also better for determining Control Points in GURPS Martial Arts: Technical Grappling, rather than doubling control points rolled, since that has no benefit when a 0 is rolled and prevents odd results.
==See also==
*Knockback
*No Knockback
*Push skill and Shove technique
*Push Kick
Category:Enhancements