Wild Attack doesn't need the power increase. You're already getting +2 attack and damage, and now it can add +2d6, plus situational bonus (knocking a foe off a cliff into a river of lava). That's going to be pretty brutal in any terrain-filled encounter.
And then there are the mechanic questions. What rolls are involved in determining how far they are knocked back?
Also, why are you ignoring the FFF knock-back rules from the Super Powers Companion? Those are great for "everyone does knockback", and can be easily modified (amount of knockback, thresholds for it, changing from 1" to 1d4" to 1d10", if the knockback stacks and what it caps at, etc.). Lots of easy room to fit it to your campaign, and it will barely effect combat speed. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
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