2nd-level characters with Fireball

takyris

First Post
Well, the d20 Modern equivalent thereof.

They're 2nd-level heroes, half of them corporate, half of them military, and they're exploring an island that has risen out of the ocean as a result of volcanic activity -- and which has the ruins of an ancient city at its peak. They keep getting attacked by what they think are automated defenses -- little iron balls on the ground that use some kind of force-projection technology to grow into Feathered Guards. The guards wear feathered armor, full helmets, and have no skin showing. They use either spears or swords, and have no ranged capability as far as the party can tell.

The FGs are either Str1/Tgh1 or Str1/Fst1 ordinaries -- Def18, Atk+3 for 1d8+2 or so, 12hp, Ref +1 (tgh) or +3 (fst). The spear-guys (tough) have reach, but only have a 20-foot movement rate.

Here's my problem. My second-level heroes were getting creamed, since they aren't all combat-optimized, and it was really "3 second-level heroes" against 4 2nd-level ordinaries. The group was having to leave the island after every fight to go get stitched up.

And then... the party requisitioned grenades. They did it legitimately, as "Obvious Application", and they requisitioned as many as they could (until they failed a check). The soldiers distributed them to everybody.

Now the combats are almost a joke. If I wanted to spring something on them, I could have it take place in some kind of hidden area or tight enclosed space, but out in the open (where they are most of the time), they can see the FGs coming -- and the words, "I ready an action to throw a grenade" have become commonplace. The throw doesn't always get all the guards, but it's really making those fights a lot easier.

The corporate team also requisitioned some corporate muscle (since the military team was all tied up). Based on a DC of 15+BAB, they requisitioned a team of 4 Str1/Tgh1 grunts to provide combat cover for the group.

My questions:

1) Am I doing anything wrong by letting them make requisition checks for grenades? Should 2nd-level military personnel have access to frag grenades?
2) Did I make it way too easy to get the grunts? I did want them to be accessible, but not exactly easy. The party ISN'T combat-optimized, and these FGs ARE combat-optimized -- so without grenades and backup, they were still likely in trouble.
3) Has anyone else run into issues like this (characters with an easy solution to an otherwise difficult problem)? How did you deal with it? Part of me thinks that I should be upping the ante -- forcing combats in other areas where grenades don't work, giving the FGs ranged weapons (which is tough, since they were designed as short-range force projections, and don't really have the ability to project bits of themselves at a distance).

I should note that combats are by no means completely a piece of cake now. The party still got some injuries last time they fought some of these guys, and that was when they were specifically laying a trap. The FGs came in charging, and the party had to let them get in relatively close before throwing grenades (they fired a few shots, too, but ain't nobody can hit Def18 with any reliability). As a result, one guy got speared for about half his HP, another guy got grazed, and one poor fellow was very lucky to roll a good save and low damage when the grenade-thrower accidentally lobbed the frag grenade in such a way that a PC was caught in the blast. This was all despite the fact that the party had cover, the FGs had to get through an obstacle course to get there, and that one of the FGs was down as a result of slipping on seaweed during his charge (failed balance check). So I don't think that I need to make them more dangerous.

I should ALSO note that these FGs are kind of like the serpent guards in Stargate. The PCs encountered them when they were first level, and nearly got slaughtered (originally, each player had a Corp PC and a Military PC -- we were up-front about the fact that everyone was going to end up with only ONE PC, and that some of these PCs were going to go away via death). When the PCs are 10th level, they'll still be encountering these guys, and it should be a lot easier. I'm not planning this as a scaling-dungeon-style thing, where you meet goblins at first level and giants at 10th level while walking through the same dungeon. These guys are designed to be my melee grunts for awhile.

Thoughts? Not anything I'm thinking of as a deal-breaker, but I'm wondering if I'm missing something. Should I not let them requisition more than 1 box of grenades at a time? Should I make them requisition all the grenades at once, and just up the purchase DC?

Last note: The security grunts are paramilitary personnel. They've got pistols that do 2d6, shotguns that do 2d8, and a range of 30 in both cases. They didn't come with grenades -- they've only got Licensed equipment, not Restricted. So we don't have NPCs with Assault Rifles making the PCs completely irrelevent. The military PCs are using MP5s and Berettas, I think, which they requisitioned (as "necessary" for most people and "obvious application" for people like the medic, who doesn't absolutely need one).
 

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What about fighting...

...fire with firearms?

Grenades are lovely, at short range, but against opponents armed with decent rifles?? Sure, the PC's could start toting RPG's around, but then you've got an ROF issues.

There are an enormous number of situations were a thrown grenade isn't effective. Take some time and rethink your encounters. Readying a grenade against someone shooting you from 100 meters away is a losing proposition.

Grunts with cheap firearms are incredibly effective. Just read the news...
 
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Just some observations.

You have three 2nd-Level heros against 4 2nd-Level Ordinaries (CR 1 each, EL 4 or 5 for the group.) Of course your group is getting slaughtered at every encounter.

Okay, so they get some gernades. But now you think they got too many. My advice is to play out the adventure as is. Then when the adventure is over, have the Commanding Officer chew them out for wasting so many gernades. :)

Also have the FG's learn better tactics. Now they know about the "Humans and their exploding rocks." or what have you. Have them spread out to limit number of casualites from one gernade. Or throw a special FG that leaned "Catch Arrow" feat and throw the gernade back. Or learn ambushes. Stop fighting out in the open plains.

-The Luddite
 

Lessee...

General points:

Yeah, I know that the PCs are currently overmatched. I'm actually glad that the grenades are clearing things up. I also know that I can make encounters where grenades don't help -- the fight last week, wherein the PCs got caught in a hallway with the bad guys and couldn't throw grenades without catching their own people, was a good example. Two of the party ended up down & dying, and another was at half hit-points. So "rethinking my tactics" isn't the issue. I don't want to rethink my tactics and out-strategize the PCs, so that the ordinaries end up killing them. I want to mix and match a level of appropriate challenges.

Right now, having bad guy monsters with ranged weapons doesn't work. Like I said, they're based on force-projection technology, and their range is very limited, so they can't form a gun. At least, they can't right now. The FGs aren't built to form ranged weapons.

But...

...okay. You guys are right. I gotta figure out a way to use ranged weapons. Maybe... okay, they can just use pieces of rock for the bullets, cracking and shaping them appropriately, and they can form something like a gun after seeing what the PCs can do.

And actually, that's not bad -- the PCs currently got in way over their heads with the bad guys, trying to go right to the center of the island, and they're being jumped by a ton of them right now (and escaping by grenading their way out). Having the bad guys adapt after this will help.

So, in that case, what do we think? 2d6, 30 ft range increment, Semi-automatic? The bad guys will get proficiency with the weapons by swapping something else out (reprogramming to lose other functionality), but no gun-feats (so these guys won't be double-tapping). And no full-auto yet.

To keep it Stargatian, the bad guys will shoot the bullets from some kind of long rail-gun-ish thing on their spears.

No grenades yet, though, for bad guys. Their grunts wouldn't have anything that powerful.

Cool. Thanks for help!
 

I'd drop the die on the FG 'bullet' as it's not really optimized to do the same kind of damage as a forged bullet.

And remember, having your bad guys 'rethink' a strategy isn't really out-strategizing the players, it's a matter of survival for the other guys. They're not going to run into grenade fire over and over again, unless they have no idea that your PC's have them. Eventually they will do things like ambushes, and surrounding them so they can't concentrate fire on the bad guys and kill them by team tactics.

Plus, send more of the fast ordinaries out there with with the good dex and maybe some feats or a talent (maybe make some of them more heroic) to allow them to jump out of the way. The fast ones with the +3 reflex should be able to escape with less damge.

Of course, after seeing the 'exploding rocks' they would sure not stand huddled close to each other anymore when 1 blast will kill 3 of them at a shot. Keep them spread out a little so that the PC's cant wipe them all out so quickly.

You're not out-strategizing them (or you'd be designing special types like the grenade catcher) by playing on their survival tactics. :)
 

This is one point where Call of Cthulhu's BRP rules shine through in one simple rule:

All firearms go first at least once before all other attacks do.

This is also why grenades are not the optimal weapon of choice on the battlefield in real life: Someone directly opposing you can fill you full of holes before that grenade ever leaves your hand.
 

Well, I can think of a few things, most of which you'va already covered. First, make sure the requsition DC is high enough, and that they requisition all the items they want at a time. Also, I'd base the FC guns off of crossbows, that way it makes a bit mroe sense. Also, are you giving these FCs their extra construct HP?
 

takyris said:
And then... the party requisitioned grenades. They did it legitimately, as "Obvious Application", and they requisitioned as many as they could (until they failed a check). The soldiers distributed them to everybody.

Now the combats are almost a joke. If I wanted to spring something on them, I could have it take place in some kind of hidden area or tight enclosed space, but out in the open (where they are most of the time), they can see the FGs coming -- and the words, "I ready an action to throw a grenade" have become commonplace. The throw doesn't always get all the guards, but it's really making those fights a lot easier.
Have you ever read the comic, "Hitman"? One of my favorites.

In it, the protagonist (Hitman) has two super powers: he can see through walls and he can read minds. Other than that he's just a trained hitman.

Since Hitman makes it a point of going after only superpowered bad guys, he is often overpowered. Hitman's powers are pretty low-level in terms of most superhero RPGs. Batman's a little more in his league, but Batman's at the top of the "normal guy" scale. So Hitman has to use dirty tricks to beat him.

One of Hitman's best tricks is -- you guessed it -- grenades. He uses them all the time and is fond of whipping them out of his pocket as he pulls then pin and then tossing them to supervillains. He's done this with Lobo, Green Lantern, and Batman.

Uniformly, the superhero/villain screams, "ARE YOU INSANE?!" and then hops around trying to deal with the grenade. Even Green Lantern wigged out (who should be more than capable of dealing with something like that).

My conclusion: grenades are, as you pointed out, the poor man's fireball. Typical D&D style tactics, that your bad guys are using, won't work.

I didn't really have anything to add other than that: 1) Hitman's cool, and 2) grenades seem to be (at least to Garth Ennis, anyway) the final word in every combat situation, even when dealing with supervillains who can blow up worlds.
 

Heh. Well, because the Feathered Guards are AIs, I've been running them as a) Logical but inflexible and b) Not terribly protective of their own lives. In the first few combats, they turned and ran immediately after taking damage (feeling out opponent). Now they're charging in regardless of incoming stuff, trying to get in a hit or two before dying (see extent of tactics and firepower). Having them come in tactically (not in clusters, using cover, etc) will be the next step. I'll add ranged power as it becomes necessary, but right now, I'm liking the fact that twelve of these guys (three sets of four) still have the party running for their lives. If I can just get a few guards into the midst of the party, grenades are no longer an option, and life becomes FAR more interesting.

And if I can't, then I can't. After my initial frustration, I reminded myself that I'm not trying to prove that I'm smarter or more powerful than the players -- I'm trying to run an interesting story and give them a good time. Letting them win a few sets with simple tactics will make up for wiping out half the party (when the PCs didn't know who the guards were, and let them in close instead of, say, lobbing grenades from afar).
 

How are you handling grenades by the way. In most movies, the characters are able to take some precautions when these are lobbed (dive onto a steel tub like Sean Connery in "The Rock", or pick it up and lob it back ... lot's of this in the A-team). But this implies having a time delay. What we introduced is that you throw the grnade, and it goes off inmeadiately before your next round. This allows for people to take evasive action.

Once I allowed this, grenade4 combat became a great deal less fatal. It still allows you to clear people ot, and if you lob enough of these, you just won't be able to avoid them. To avoid the whole round of waiting for the grenade to pop, I allow a DC 15 Concentration check to count down before lobbing as a full round action. A check failed by less than 5 means you didn't wait enough (it blows at the beginning of your next action). Failing by 5 or more means the grenade blew up in your hands. The DC is 20 if you make it an attack action.
 

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