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About grenades
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atgxtg
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PostPosted: Sat Oct 18, 2014 9:08 am    Post subject: Re: about grenades Reply with quote

Yubacore wrote:

The damage seemed strange to us that you had to roll damage against each individual within the blast radius. This means someone at short range could (very luckily) receive very little damage and walk away while someone at medium range could die. This happened in our session.


That can happen in real life, too. Fragmentation grenades kill people mostly by hitting them with one or more pieces of shrapnel. It is possible for shrapnel to miss someone close by and hit someone farther out, and even hit them in a vital location. It's unlikely, especially with more modern grenades (which toss out a lot of smaller bits of shrapnel) than with older grenades (which throw out fewer pieces of shrapnel, but tend to do more damage when they connect).
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atgxtg
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PostPosted: Sat Oct 18, 2014 9:15 am    Post subject: Reply with quote

One house rule I've considered is that instead of a dodge letting a character completely avoid damage it can instead let the PC move (as a reaction) 1 meter per point of difference before the grenade explodes, allowing them to try to get behind cover and/or move out of the blast radius or at least far enough out to reduce the damage dice.
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Whill
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PostPosted: Sat Oct 18, 2014 11:49 am    Post subject: Re: about grenades Reply with quote

Just for reference, here is a good discussion about grenades from 2011.

http://www.rancorpit.com/forums/viewtopic.php?t=3478&highlight=
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garhkal
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PostPosted: Sat Oct 18, 2014 3:04 pm    Post subject: Reply with quote

atgxtg wrote:
One house rule I've considered is that instead of a dodge letting a character completely avoid damage it can instead let the PC move (as a reaction) 1 meter per point of difference before the grenade explodes, allowing them to try to get behind cover and/or move out of the blast radius or at least far enough out to reduce the damage dice.


A long time ago i did have a HR that a successful dodge up to 5 above the to hit # dropped you one blast zone. 6-10 was two zones, 11-15 was 3 zones and 16+ was 4 zones.
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atgxtg
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PostPosted: Sun Oct 19, 2014 3:05 pm    Post subject: Reply with quote

garhkal wrote:

A long time ago i did have a HR that a successful dodge up to 5 above the to hit # dropped you one blast zone. 6-10 was two zones, 11-15 was 3 zones and 16+ was 4 zones.


That seems about right to me. I'm not fond of the fact that someone standing right next to a grenade can somehow avoid the blast and fragments completely just because the attacker rolled poorly.
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garhkal
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PostPosted: Sun Oct 19, 2014 5:22 pm    Post subject: Reply with quote

Then for groups like yours, perhaps you should just do a static damage value per each range increment.
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atgxtg
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PostPosted: Mon Oct 20, 2014 9:00 am    Post subject: Reply with quote

garhkal wrote:
Then for groups like yours, perhaps you should just do a static damage value per each range increment.


Nah, becuase while a bit flukey, sharpnel can miss some people and nail others.
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