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> Grenades/Indirect Area spells, per the FAQ, Bag of Devil-Rats problem?
Lantzer
post Dec 8 2006, 05:01 PM
Post #26


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It would have been a lot simpler to simply use the rules as given and toss in threshholds for grenades - you know the threshhold mechanic that the game uses?

If hittin' the floor is too easy, toss a threshhold in there, merely to determine scatter. (There, I said it 3 times) Perception works this way.

Then all characters try to dodge the blast in the usual way.

It's much cleaner than ruling that way to hit the Elf ninja is to toss at the Dwarf detective standing next to him. " I tossed it at the dwarf! Ha! No dodge Mr. Elf-ninja!"

Agile Adam hates to be shredded by a grenade because the enemy tossed it at Peg-Leg Pete.

Runner Paul, You could replace the Rat with a virtual AR target. Maybe make it look like a basketball hoop. Oh, and tell it not to dodge.

From the point of view of the thrower, its the same thing.

EDIT: I See I'm not that original. SCARed beat me to it.
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lorechaser
post Dec 8 2006, 05:36 PM
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QUOTE (noneuklid)
Also keep in mind that "Dodge," in the context of a grenade, means "Move." IOW, when you're done diving for cover (or even just out of the way), you're not in the same physical place you started up at.

As far as I can tell, per RAW, you do stay in the same place.

And I support that.

If you're doing a full defense action, and want to dive somewhere, I don't see anything wrong with allowing that.

But simply rolling a dodge test shouldn't result in you ending up in a new spot. Logically, it might make sense. But from a game PoV, it's not good.

"Hey, Bob! I can't quite make it to the game to cut off his head. Oooh, wait! Someone tossed a grenade - I'll just dodge towards him....There!"

Keep in mind that the entire system of rounds is an abstraction. You're moving the entire time, if you move. You're dodging about, etc. You can't necessarily think about it in discreet parts too much.
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lorechaser
post Dec 8 2006, 05:39 PM
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QUOTE (SCARed @ Dec 8 2006, 06:59 AM)
btw: as for dodging AOE-attacks: well, i think it should aslo depend on the enviroment: in a blank hallway with nowhere to hide, dodging an grenade blast (or fireball, toxic wave, ...) doesn't make much sense. but if the grenade is tossed inside  room, there CAN be tables, desks or other stuff that might give cover.
to sum up: maybe the GM should give modifiers for the dodge roll.

as for throwing a grenade to just a point in the room, rather than at a person: where is the difference? (besides, that the point is unable to dodge at all)
throw the grenade, make the test to determin scatter, then look where it goes of. and from that point, determine the blast effect.

if you want to hit a difficult point (throw a grenade into a vehicle through a small window or something), apply modifiers as if the pint has cover.

Again, combat is an abstraction. Giving someone a dodge represents them getting out of the way, deflecting the grenade, hunkering down inside their armor, what have you.

If you're in a blank hallway with nowhere to hide, maybe you get a -2 dodge penalty. But don't deny the dodge. Dodge doesn't necessarily simply represent someone moving their body out of the way of the grenade. Same reason you can't just toss it at a point in space to deny everyone - people still see it coming, and try to turn aside, get out of the range, get behind a column, move the mook in front of them, etc.

Otherwise, it's a short step to "I shoot at a point just in front of the runner, which can't dodge. Does it pass through that point and then hit him?"
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Aemon
post Dec 8 2006, 05:55 PM
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We house rule it as follows:

1. You can target a person or an area in space.

2. Regardless of targeting a space or targeting a person, an Opposed Test is allowed, but ONLY for a Full-Dodge action (i.e. reaction + dodge, not just a reactive dodge). Each success on the Full-Dodge opposed roll puts the dodger 1m farther away from the intended blast (essentially lowering DV).

3. Successes determines deviation from target spot which in turn determines damage taken by all relative targets.

Of course there may be circumstances were a full-dodge cannot be taken (i.e. if the target doesn't see the attack coming, or the terrain/geography simply does not allow for a dodge action), in which case you eat the grenade and you like it.

Grenades are dangerous. They don't do a lot of DV, but they hit a wide area and they're difficult to avoid. But they completely lack all subtlety (something Runners typically go for) and they're usually only useful for specific situations. Still, when used, they should be effective at what they do.

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ShadowDragon8685
post Dec 13 2006, 11:24 PM
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QUOTE (hyzmarca)
Perhaps my sarcasm should be a little clearer. Dodging between shockwaves and shrapnel is only a valid choice if you are playing Keanu: The RPG and your character has The One positive quality.

Ironic that I read this while listening to Neodammerung.

*bills hyzmarca for a new new keyboard b/c of nostrilized cherry coke damage to old new one.*


Actually, I would let someone with a ridiculous number of dice and sufficiently high magical/cybered reflexes attempt Keanu-style shennanigans.


"Are you saying I can dodge bullets?"

"No. I'm saying that when you're ready, you won't have to."

"But just to be clear, until that time, I can dodge bullets?"

**sigh* "Yes, you can dodge bullets."

"W00t!" *goes and picks a fight with Lone Star HTR.*
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