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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4967076" data-attributes="member: 58907"><p>I won't offer names, but one of my playtesters blows up stuff, more likely works with people who blow up stuff. I can say this career is legal, upwardly mobile, and part of the government. That being said, we have been working hard in exploring the options available for explosives. This includes the setting and disarming of bombs. We had added in recently rules for wiring explosives together and catching collateral explosives (like gas barrels) in the initial blast. You can even set an explosive which requires a skill challenge to disarm...</p><p></p><p>Here are examples from our entries from the Weapons chapter and Skills chapter...these rules are going into both NeuroSpasta and Amethyst.</p><p></p><p></p><p>They are, of course, still being playtested.</p><p></p><p><strong>GRENADES & EXPLOSIVES</strong></p><p>All planted explosives require a detonator. With many, they detonate on contact by compressing a trigger or breaking a seal, which creates the charge. Others detonate with a signaled charge relayed from an implanted or remote source.</p><p>Most explosives listed can be either a grenade or a planted explosive. Grenades can be thrown or loaded into a grenade launcher and they detonate upon impact.</p><p>You can use a grenade or explosive only with powers listed with Explosive keyword. There are basic explosive and basic grenade powers. These do not count as a melee or ranged basic attack.</p><p>Planted explosives require a detonator and a demolitions roll. For every additional block of explosive used (all the explosives wired to the attack), add an additional +1[W] damage and +1 AP. For every two additional blocks wired to an attack, add an additional +1 to area burst. There is no blast radius limit but there is a damage limit based on your level: Heroic 3[W] damage; Paragon 4[W] damage; Epic 6[W] damage. This applies for each detonator.</p><p>You can trigger several detonators you have control over with a single power activation, but resolve each detonator/wired block individually.</p><p>You can use any explosives with an explosives attack, even grenades. If you use grenades as a planted demolition, use Demolition skill rules and detonate using an Explosive attack, not a Grenade Attack.</p><p><strong>Special Rule--Damaging Structures:</strong> If planting explosives around structures (buildings, bridges, dams, etc), there is no damage limit. In addition, these structures are considered helpless. This does not apply to non-structures caught in the same blast. In this case separate the attacks and damage values between the structure and normal targets.</p><p><strong>Detonating Collateral explosives:</strong> Explosives caught in the area of detonated explosives have a chance to explode as well. There is no hard yes/no rule and is up to GM discretion on each unique situation whether explosives caught in the pressure and heat of an explosion detonate. A moldable explosive may not go up but a tank of gasoline might. If so, the collateral explosive is included in the initial power only if the collateral explosive is located in the same square as the primary explosion. If in a separate square, the collateral explosive is handled as a separate attack.</p><p><strong>Eg: </strong>If you strap a grenade to a tank of gas, the tank can be considered part of the primary explosion. Therefore, it adds damage and increases blast radius of the initial power. If caught in a separate square, it explodes as well, but it is handled separately.</p><p><strong>Listing:</strong> These are the types of improvised explosives one might during an encounter. All collateral explosives have an area burst of 1. </p><p></p><p><strong>DEMOLITIONS (Intelligence) </strong></p><p>Trained skill only.</p><p>You can set and disarm explosives. This includes all manners of mechanical and electronic detonators. </p><p>Placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.</p><p><strong>Attacking with Explosives:</strong> Using Demolitions involves setting an explosive prematurely to an engagement or during one. </p><p><strong>Setting Explosives:</strong> Each Demolitions skill roll takes standard action. </p><p><strong>Wiring Explosives Together: </strong> DC15 for every additional block wired up. Additional blocks increase damage and burst (See Grenades and Explosives). Only one detonator is required per wired block but the blocks must be all in one spot. You can string several explosives at several locations up to be triggered at the same time but the detonators must all be the same. Each location must have one detonator. You roll to wire blocks to a detonator, not when wiring detonators together. Detonators wired together do not all have to be triggered at once. You can choose to trigger any detonators you have control over with your action. </p><p><strong>Timed Detonator: </strong> DC15. Timed explosives detonate at a set time and cannot be prematurely detonated. </p><p><strong>Remote Detonator:</strong> DC15. You may detonate an explosive by using a minor action. You may also detonate it as a readied action.</p><p><strong>Triggered Explosives:</strong> DC20. These detonate on their own and do not require a minor or a readied action. They go off when a target either crosses over it, or before it moves out of its burst area.</p><p><strong>Eg: </strong>Kathryn Lindune wants to set off two blocks of explosives each at ten different locations, all at once. They must all be the same. She makes them remote detonated. One remote detonator must be placed at every location but the two blocks at each location only require one detonator. Kathryn can trigger any number of detonators with a single action but each detonator triggers two blocks of explosives. She can, if she wishes, trigger all ten with a single action. </p><p><strong>Failure:</strong> Failure means that the explosive fails to go off as planned. The explosives are not lost. Failure by 10 or more means the explosive goes off as the detonator is being installed. You cannot accidentally detonate explosives when wiring them together, only when implanting the detonator. A failure with wiring explosives together means the extra wired explosives will not go off. </p><p><strong>Proper Placement: </strong> You can carefully set the explosive in such a way to do maximum damage. If you beat the DC roll by 10 or more, you gain +2 damage from the explosive. If you beat the DC roll by 15 or more, you gain an additional +3 damage from the explosive. Your final Demolitions skill roll is also the DC someone other than you needs to beat to disarm your explosive. </p><p><strong>Disarm Explosive Device:</strong> Disarming an explosive that has been set to go off requires a demolitions check. The GM can set the DC or make a Demolitions skill check of who planted the explosive. The DC to disarm is equal to the Demolition skill roll made when the explosive was set. If you fail the check, you do not disarm the explosive. If you fail by 10 or more, the explosive goes off.</p><p><strong>Effective Training:</strong> If you are trained in Demolitions, you gain a +2 proficiency bonus to attacks with the Explosive Keyword.</p><p><strong>Special: </strong> You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter. The GM may allow you to take 10 in disarming if there is enough time to do so.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4967076, member: 58907"] I won't offer names, but one of my playtesters blows up stuff, more likely works with people who blow up stuff. I can say this career is legal, upwardly mobile, and part of the government. That being said, we have been working hard in exploring the options available for explosives. This includes the setting and disarming of bombs. We had added in recently rules for wiring explosives together and catching collateral explosives (like gas barrels) in the initial blast. You can even set an explosive which requires a skill challenge to disarm... Here are examples from our entries from the Weapons chapter and Skills chapter...these rules are going into both NeuroSpasta and Amethyst. They are, of course, still being playtested. [B]GRENADES & EXPLOSIVES[/B] All planted explosives require a detonator. With many, they detonate on contact by compressing a trigger or breaking a seal, which creates the charge. Others detonate with a signaled charge relayed from an implanted or remote source. Most explosives listed can be either a grenade or a planted explosive. Grenades can be thrown or loaded into a grenade launcher and they detonate upon impact. You can use a grenade or explosive only with powers listed with Explosive keyword. There are basic explosive and basic grenade powers. These do not count as a melee or ranged basic attack. Planted explosives require a detonator and a demolitions roll. For every additional block of explosive used (all the explosives wired to the attack), add an additional +1[W] damage and +1 AP. For every two additional blocks wired to an attack, add an additional +1 to area burst. There is no blast radius limit but there is a damage limit based on your level: Heroic 3[W] damage; Paragon 4[W] damage; Epic 6[W] damage. This applies for each detonator. You can trigger several detonators you have control over with a single power activation, but resolve each detonator/wired block individually. You can use any explosives with an explosives attack, even grenades. If you use grenades as a planted demolition, use Demolition skill rules and detonate using an Explosive attack, not a Grenade Attack. [B]Special Rule--Damaging Structures:[/B] If planting explosives around structures (buildings, bridges, dams, etc), there is no damage limit. In addition, these structures are considered helpless. This does not apply to non-structures caught in the same blast. In this case separate the attacks and damage values between the structure and normal targets. [B]Detonating Collateral explosives:[/B] Explosives caught in the area of detonated explosives have a chance to explode as well. There is no hard yes/no rule and is up to GM discretion on each unique situation whether explosives caught in the pressure and heat of an explosion detonate. A moldable explosive may not go up but a tank of gasoline might. If so, the collateral explosive is included in the initial power only if the collateral explosive is located in the same square as the primary explosion. If in a separate square, the collateral explosive is handled as a separate attack. [B]Eg: [/B]If you strap a grenade to a tank of gas, the tank can be considered part of the primary explosion. Therefore, it adds damage and increases blast radius of the initial power. If caught in a separate square, it explodes as well, but it is handled separately. [B]Listing:[/B] These are the types of improvised explosives one might during an encounter. All collateral explosives have an area burst of 1. [B]DEMOLITIONS (Intelligence) [/B] Trained skill only. You can set and disarm explosives. This includes all manners of mechanical and electronic detonators. Placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. [B]Attacking with Explosives:[/B] Using Demolitions involves setting an explosive prematurely to an engagement or during one. [B]Setting Explosives:[/B] Each Demolitions skill roll takes standard action. [B]Wiring Explosives Together: [/B] DC15 for every additional block wired up. Additional blocks increase damage and burst (See Grenades and Explosives). Only one detonator is required per wired block but the blocks must be all in one spot. You can string several explosives at several locations up to be triggered at the same time but the detonators must all be the same. Each location must have one detonator. You roll to wire blocks to a detonator, not when wiring detonators together. Detonators wired together do not all have to be triggered at once. You can choose to trigger any detonators you have control over with your action. [B]Timed Detonator: [/B] DC15. Timed explosives detonate at a set time and cannot be prematurely detonated. [B]Remote Detonator:[/B] DC15. You may detonate an explosive by using a minor action. You may also detonate it as a readied action. [B]Triggered Explosives:[/B] DC20. These detonate on their own and do not require a minor or a readied action. They go off when a target either crosses over it, or before it moves out of its burst area. [B]Eg: [/B]Kathryn Lindune wants to set off two blocks of explosives each at ten different locations, all at once. They must all be the same. She makes them remote detonated. One remote detonator must be placed at every location but the two blocks at each location only require one detonator. Kathryn can trigger any number of detonators with a single action but each detonator triggers two blocks of explosives. She can, if she wishes, trigger all ten with a single action. [B]Failure:[/B] Failure means that the explosive fails to go off as planned. The explosives are not lost. Failure by 10 or more means the explosive goes off as the detonator is being installed. You cannot accidentally detonate explosives when wiring them together, only when implanting the detonator. A failure with wiring explosives together means the extra wired explosives will not go off. [B]Proper Placement: [/B] You can carefully set the explosive in such a way to do maximum damage. If you beat the DC roll by 10 or more, you gain +2 damage from the explosive. If you beat the DC roll by 15 or more, you gain an additional +3 damage from the explosive. Your final Demolitions skill roll is also the DC someone other than you needs to beat to disarm your explosive. [B]Disarm Explosive Device:[/B] Disarming an explosive that has been set to go off requires a demolitions check. The GM can set the DC or make a Demolitions skill check of who planted the explosive. The DC to disarm is equal to the Demolition skill roll made when the explosive was set. If you fail the check, you do not disarm the explosive. If you fail by 10 or more, the explosive goes off. [B]Effective Training:[/B] If you are trained in Demolitions, you gain a +2 proficiency bonus to attacks with the Explosive Keyword. [B]Special: [/B] You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter. The GM may allow you to take 10 in disarming if there is enough time to do so. [/QUOTE]
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