![]() |
![]() |
![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 26 Joined: 30-December 08 Member No.: 16,721 ![]() |
Hi there,
it has been discussed multiple times: How do you use grenades in SR in a realistic but yet playable way? (Playable = not instant maiming or killing a PC at once) I do not like original RAW - sucess means you hit (or with less scatter), target can not avoid damage, just soak it (i.e. automatic 12P(f) damage with a frag grenade and someone who has an average agility and throwing skill) I don not like adapted RAW - reflexe successes of target reduce successes and lead to higher scatter range (now what is the logic in that) Our "new" housrule (not yet playtested): Attack roll is unresisted and determines scatter (or lack of scatter) Everyone in blast area then makes reflex roll: For every success target may run/jump/dive 2 meters away as reflexive movement. They end up prone. If they reach cover this way, the cover will shield them from some of the damage. If they do not reach cover, at least they ar a little further away from blast. We believe that grenades will remain deadly, but the targets at least have a chance ... Any other suggestions/experiences on how to better handle grenades in the combat rules? Feedback welcome, The Pat |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 13th June 2025 - 04:43 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.