Orville wrote:Let´s say he is under affliction that makes him immobile and... some other condition that makes him easy to hit.
That's the standard effect of a Snare Effect, apply both Immobile and Defenseless at 2nd degree. If you're using Spiderman it's very likely his webs do that.
Orville wrote:Ok, so if spiderman is attached to a device that makes him levitate.
I'm not sure what this is about. Is this the descriptor of the conditions that are immobilizing him and leaving him defenseless?
Orville wrote:Then Thundra wants to attach a chain to him and fling him against a wall.
Should I just let that be a standard close combat roll with str as damage base or should it be strength with something else?
That's the simplest way to do it. STR damage attacks don't have to just be a punch or straight weapon wielding or whatever. The mechanics can be simple, but you can make the description as interesting as you like as long as:
1) it sounds cool
2) it fits the character
3) it matches the mechanics
This is just a suggestion, but I'd also say those are in order from most to least important. If you're really going for comic-book superhero action, priority should be more on fun and roleplaying than mechanics and chance.
That said, Thundra's Chain is also probably a STR-based Damage Weapon, so it might make sense to use that with this attack. And since Spidey is having trouble defending, it's a good opportunity to use Power Attack, and getting slammed into a wall is a perfectly valid descriptor for that.
Orville wrote:Question 2: When is someone hit and goes flying? Up to narrative description perhaps? That is how I coud run it I guess. How do you guys do it?
There's a few ways to go with this:
: The description is fun but has no real effect on the combat. This is particularly appropriate if both opponents are very mobile and/or use ranged attacks, so something like being knocked out of arm's reach is not really important.
: The GM decides that the target should go flying. If it's a minion, they're usually knocked completely out of the fight, so it's purely narrative for them. If it's a PC, the player gets a Hero Point. The GM may also allow players to pay Hero Points to knock back opponents. This keeps knockback from being used too often or inappropriately. This is the implicit default of the official rules, but is by no means written in stone.
: There is an official option in the 3e Gamemaster's Guide for calculating hits that cause knockback. The basics are the target needs to fail resistance by at least 2 degrees, then subtracting Toughness from Damage and other possible modifiers to get a distance rank. It includes rules for hitting things from extreme knockback and taking additional damage. Personally, I find this unbalancing since heavy-hitting PCs are already doing a lot of damage and this gives them potentially two hits in one turn for free, but I know other players love this, so YMMV. There are also several houserules on the boards.
Built to do so
: You can allow a player to build a power that essentially does knockback every time it hits. Some of the Power Profiles elaborated on this with powers that "fling" targets away. Basically Move Object (Limited to Knockback) can be Linked to any Close or Ranged attack or used by itself. The distance is equal to the MO rank - mass rank of the target. An option is to allow the target to make a resistance check vs the knockback as DC10 + MO rank vs d20 + STR, with the difference being equal to the distance rank, no greater than MO minus mass. This might be a good Alternate Effect or power stunt for a PC to use when they want to send their target flying.