Hmm... instead complaining how about trying to come up with a new rule?
Grenades kill with three effects: shrapnel, blast, heat. The later is only an issue if you're dealing with something big or incendiary. That leaves two mechanism for the kill: shrapnel and blast. Frag grenades (primarily) kill with the former. So called "offensive" grenades the later and are much less lethal in the open... in confined space though they're *very* effective.
Gary's U.S. Infantry Weapons Reference Guide has some nice figures:
http://www.inetres.com/gp/military/infantr...enade/hand.htmlCasualty radius for frag grenades is about 15 meters, kill radius is 5 meters.
Casualty radius for offensive grenades is about 2 meters, no kill radius is given.
The offensive grenade is what we often refer to as a high explosive grenade in Shadowrun... given the figures above, it should be obvious that in the open it should actually be a lot less powerful than the common frag. However since it's supposed to be *more* effective in enclosed spaces, the frag grenade obviously shouldn't use the same rules for chunky salsa effects.
Now our "objectives" are:
1. come up with damage and fall-off codes to be in line with the above figures.
2. New chuncky salsa rule, that boost HE grenade damage into the lethal range when the enclosed space is reasonably small... the effective mechanism how we should go about this should not be the current "rebounding waves" model by default, but whatever we find to be fast and more or less accurate.
Let's examine current stats:
I'd call a dmg. of at least 6 as casualty (causing a mod of -1, -2 and sending most people 2/3 of the way toward death).
I'd call a dmg. of at least 10 as lethal (since average Joe has a 10 boxes on his condition monitor).
The frag grenade has a dmg. code of 18P(f), falloff at -1/m... meaning it does lethal damage within 8 meters, casualty damage in 12 meters. Not that bad.
The HE grenade has a dmg. code of 16P, falloff at -2/m... meaning it does lethal damage within 6 meters, casualty damage in 10 meters... quite a bit more than "real world" figures, and not that much worse than a frag. Obviously the falloff could be bigger, say -3/m, leading to a lethal radius of 2 meters, casualty radius of 3 meters... better.
Now the "hard" part, the "new" chunky salsa rule... while not giving specific figures is prone for abuse, I think we should go with a more fast and loose mechanism than the current rebounding rules. What I have in mind is some fast and loose rules about the effect of total, 3/4 (corner), 1/2 (tube/between two walls) and partial (only 1 wall) containments. Anyone who's actually familiar with blast-wave mechanics and could give us some pointers?