How would you handle grenades with multiple submunitions loaded?
Example:
Splash Grenades: DMSO / Pepper Punch / Teargas
How should one simulate the smaller amount of dose. The DMSO will just be a carrier so we have Pepper Punch+Teargas. I'm thinking halving the area of effect when calculating the damage for each extra dose after the first.
1 Dose: Full area effect
2 Doses: 1/2 area
3 Doses: 1/3 area
etc...