QUOTE (xsansara @ Nov 4 2013, 11:52 AM)

My thoughts on grenades:
I played a grenade thrower in SR4 and it was so effective, it wasn't fun anymore. In close combat, throw some gas grenades (with different gases) and have your team wear the anti-dote patch and a gas mask. Farther away it is even more powerful, with some luck, chunky salsa will kill everyone, even before the first round is finished. Or you set up a rain of grenades, so the opposition does not know where to flee to. The GM then offered, either the opposition will start doing the same, or I stop it. So, we banned grenades alltogether from the game. (I made a new char. ) In most rounds, I visited, there were either "creative" interpretations of the ruleset and/or none of the players had ever had the idea to play with grenades.
In 5e, grenades are about as OP as they were, from what I am seeing. Neurostun is upped to 15S from 10, so I don't even have to throw two grenades anymore. One suffices. Just as well, since I can't throw two in an action anymore. Now the whole cannot-be-dodged issue is even harsher than in SR4. From my (somewhat limited) gameplay experience in SR5, I can see that dodging is both extremely effective and often leads to fights lasting over quite a lot of rounds, before someone meets their usually quite sudden demise. On the other hand, you do get an extra turn to prepare for the onset of the vomiting. Also, I don't get the whole does a grenade kill my combat ork not not discussion, as with some Reaction boosting or by lending a grenade to one of your friends, there is always the possibility of throwing TWO grenades. Which remains just as deadly as it was in SR4.
So, I can't really see how this is a flaw of the 5ed, unless you compare them to 3ed, where explosive grenades were ridiculous in a different way. (Trolls eating them for breakfast).
Sounds like the easy way, just drop grenades from the board due to lack of working rules for it.
I tried to summarize the grenade rules that I could find and found that to get to "no defence" you have to be a bit creative. As if someone tried to add "but you can defend" but forgot to do the math and talk with the rest of the team (as with much in the game).
My summary is found here:
http://forums.dumpshock.com/index.php?showtopic=39934And shows that a creative decker, use of jamming and not standing near a slow "friend" actually give some degree of defence against grenades. REgular: Always blow up next turn (A full turn to run away, requires special initiative planning to work around for no defence), Motion sensor: Must target a person, not possible to target "ground at his feet", so opposed test. (worked around by having a grenade with no damage falloff like gas, flash or spell), Airburst: requires wireless on and is the only place where a Technomancer is useful thanks to blowing up all airburst grenades at once without having to put marks on them first (pupeteer), airburst is also very easy to defend against using a jammer. (Jammer rating must be greater than grenade device rating for this to work, this also means airburst don't work in spam areas or wilderness?)