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Grenades

Posted: Wed Jul 28, 2021 3:35 pm
by Tim the Liar
Grenades as written (and as they should be) are very effective and lethal.

We haven't explored many counter measures besides diving/getting into cover.

In a previous combat a Tiger gang member carrying a bat attempted to baseball swing at a tossed grenade (with limited success). Should this be available as a reaction if a grenade is thrown within reach of someone? Whether they attempt to bat it away with a free hand or a held object?

If a grenade lands on the ground nearby should a target get the chance to kick it away? Or even move a short distance and attempt to kick it away?

There are probably spells that are effective counters to grenades.

There's always the option for one person to throw themself on top of a grenade to protect others around them.

Are there additional thoughts on what might be creatively done to counter grenades?

Re: Grenades

Posted: Fri Jul 30, 2021 10:04 pm
by TerraFrame
I like the idea of being able to counter them but there need to be some realistic rules in place. Like if a grenade was thrown a low number of spaces and there wasn't much flight time on it. And then a limited distance a grenade can be hit/kicked. Off the top of my head something like this...

If a grenade was thrown less than 15sp you may attempt to...

Intercept: melee vs throw
distance: = 5sp+STR or maybe damage/2
attack on ground: Melee vs TN
distance: = 5sp+STR or maybe damage/2
pick up and throw: Throw vs TN
distance: = 5sp+Power or maybe damage/2

The intercept should be fairly hard though. hitting an object mid air is far easier when its lobbed perfectly into the "strike zone."

Re: Grenades

Posted: Mon Aug 02, 2021 3:30 pm
by Tim the Liar
I do like having some of those as options, but if you want them to be difficult Melee vs Throw is going to fluctuate a lot based on people's skills so maybe all base attempts to do any of these should be at DIS?

Or could be a choice between attempting one of them or diving for cover/to the ground?