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> Help with Grenades
Wounded Ronin
post Oct 28 2004, 02:30 AM
Post #26


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QUOTE (Nikoli)
Grenade issues can happen, from a dud to a faulty fuse.
Personally, it's rther anti-climactic thatyour "hero" can die from using their own weapon, I try to save that for NPC's only. However, you roll 10 dice to throw a grenade and get all 1's, something has it out for that character.

Are you kidding? That's hilarious!

Then again, maybe I've been playing too much America's Army. Nothing like fumbling with a grenade, killing off half your team, and taking a monolithic hit in your ROE. :rotfl:

And the very best part is that it was entirely by accident.


(That only happened to me once, when I was a total n00b, and it was the McKenna MOUT map, which I feel is just begging for that to happen....)


But, yeah, if that happened in an SR game, that would be so funny. Oh man......
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Cain
post Oct 28 2004, 03:11 AM
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See, I do make it so when you fumble with a grenade, you drop it at your feet. I also rule it that when you fumble with a gun, you've shot yourself, so go figure.

There's a story behind this. I'm GMing again, and the mission is to take out a heavily-secured facility. Now, they're getting paid to cause heavy damage and carnage, so they go in packing heavy, knowing the opposition will be just as well-armed. Since they need to raze the place, they even brought satchel charges; research has revealed the walls are all heavily reinforced, so extras are packed.

Things are rough, but they're still going well, up until this point, when the oppostion barricaded a hallway.

Let me skip ahead to the punchline:

Me: (to mage) Let me get this straight. You're in a two-meter wide, ten-meter long hallway. The barricade is about 7 meters in front of you. You're sustaining a Levitate Self and Improved Invisibility spell, you have a moderate Physical and a Serious Stun wound, lighting is bad and you have no vision enhancements, and you want to do what?

Mage: I want to fly over them and throw a grenade. I got a frag left, it'll mess them up.

Me: *pause* Ohhhhkay. You're only dropping it, so I'll go against base TN of 2....(calculates modifiers) Target number 17. You do have Thrown Weapon, don't you?

Mage: Yup. Lessee... I got it at one.

Everyone: *pause*

Me: Are you really sure about this?

Mage: Yup. I'll drop it, and fly right past. I can spare one from my combat pool.

Me: Ohhhhkay.

Mage (rolls): oh.

Sammie: What??

Mage: I rolled all ones.

Sammie: :eek: Spend some karma pool, doofus!

Mage: I'm out of Karma pool. I spent it to resist drain.

Me: Well then. (I start pantomiming) You grasp the grenade in your left hand, pull the pin, and throw. An object goes flying. Then you look down at your left hand, and have a second to yelp. :vegm:

Surprisingly enough, the mage managed to survive this; the sammie, some distance away, did so as well.

And yes, this has been submitted to the CLUE files. :cyber:
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mmu1
post Oct 28 2004, 03:36 AM
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So you'd require a character to make a Throwing roll to drop a grenade at his feet (before running around a corner to get away from the blast) and hit him with penalties if the lightining was bad?

I can see requiring him to make a... I don't know, a Reaction check, or something, to fly down a narrow hallway and past a barricade while distracted and wounded without bouncing off the walls or plowing into the barricade, but the actual act of letting go of a grenade... Doesn't really seem to me to require a TN 17 check any more than opening a door would. It certainly makes no sense that it was only marginally easier than if he tried to throw it from seven meters away, and a shitty deal for getting so close to the enemy.
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Wounded Ronin
post Oct 28 2004, 03:41 AM
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Oh come on, dude, grenade disasters make games interesting. The more the better.
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Kagetenshi
post Oct 28 2004, 04:12 AM
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The more grenade disasters the better, yes, but much as I love screwing over players who do stupid things, even I think it's a bit harsh to put all those penalties on just dropping the grenade. With that kind of spell sustaining and wound penalties I might give TN 4-6 or so to manage to actually get the pin removed properly or otherwise armed, but 17 for just dropping?

~J
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RedmondLarry
post Oct 28 2004, 04:18 AM
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It's a free action to drop an item you are carrying.
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DocMortand
post Oct 28 2004, 04:27 AM
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QUOTE (Cain)
And yes, this has been submitted to the CLUE files. :cyber:

Is that still being updated somewhere?
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Edward
post Oct 28 2004, 04:50 AM
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If you’re a sadist you could house rule them to stack. I wouldn’t recommend it though.

Edward
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DarkShade
post Oct 28 2004, 12:54 PM
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:eek:
I can fully imagine the situation.. :D
they make memorable moments out of a campaign.. and an all 1 s result when using any kind of explosives should be painful. That , and attracting undue attention are the reasons everyone doesnt just load up on grenades for all combats..
in an old sr2 campaign we tried a system with body parts <when shot you would roll to see which part was hit etc.. > it fell apart because of grenades, when a player got left arm-D, right arm-D, left leg-D, right leg-D, head-S, Torso-S
& black adder jokes started being made.. :)

DS
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GrinderTheTroll
post Oct 28 2004, 06:12 PM
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Tounge-in-cheek aside, I don't make players roll to simply drop a grenade, since it is a free action.
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Toptomcat
post Oct 28 2004, 09:54 PM
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That could make for an interesting character. You wouldn't even need any combat skills.
Quickness-cybered-up Sammie with Kid Stealth legs, cyberskates and maxed Athletics: MEEP! *whooshes by, drops grenade*
Security guard: What the hell was that?
BOOM! :D :grinbig:
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Kagetenshi
post Oct 28 2004, 09:56 PM
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QUOTE (Toptomcat)

Quickness-cybered-up Sammie Horse Shaman

~J
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Toptomcat
post Oct 28 2004, 09:57 PM
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But of course.
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Herald of Verjig...
post Oct 28 2004, 10:15 PM
Post #39


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Horse shaman shifter. x4 running multiplier in human form, sometimes faster as an animal, and an 8 multiplier for the movement power instead of 6 (or less).
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Cain
post Oct 29 2004, 03:17 AM
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QUOTE (mmu1 @ Oct 27 2004, 08:36 PM)
So you'd require a character to make a Throwing roll to drop a grenade at his feet (before running around a corner to get away from the blast) and hit him with penalties if the lightining was bad?

I can see requiring him to make a... I don't know, a Reaction check, or something, to fly down a narrow hallway and past a barricade while distracted and wounded without bouncing off the walls or plowing into the barricade, but the actual act of letting go of a grenade... Doesn't really seem to me to require a TN 17 check any more than opening a door would. It certainly makes no sense that it was only marginally easier than if he tried to throw it from seven meters away, and a shitty deal for getting so close to the enemy.

Well, first of all, that huge TN would have aapplied to anything he tried to do. He'd be at a TN of 17 to tie his shoelaces, that's how bad it was.

As for "just dropping" the grenade, he was trying to center it for best effect, and wanted to drop it on the right side of a barricade, while flying, sustaining two spells, be able to get clear, etc. etc.. It's a tad different than simply dropping something at your feet. If he didn't intend to run away afterwards, I wouldn't have made him roll.
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mfb
post Oct 29 2004, 04:05 AM
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if he didn't intend to run away afterwards, he wouldn't have had to drop it !!
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