Well, flavor-textually, that "divind behind a wall" thing is the Reflex save. I plan to start having the AIs stand just outside of grenade range and ready actions to do a full-move forward if someone steps up and throws one.
The idea of making grenades go off just before the next person's turn limits them a bit too much, in my opinion. If I were going to bring up some sort of rule like that, I wouldn't make it a full round -- I'd make it a 10-beat-tick on the Initiative count or something.
Again, just my opinion -- and that's the opinion of someone who's seeing his melee guards wiped out over and over again. Once I stop charging the PCs in the open in cluster-formation, grenades are gonna get a lot weaker.
The idea of making grenades go off just before the next person's turn limits them a bit too much, in my opinion. If I were going to bring up some sort of rule like that, I wouldn't make it a full round -- I'd make it a 10-beat-tick on the Initiative count or something.
Again, just my opinion -- and that's the opinion of someone who's seeing his melee guards wiped out over and over again. Once I stop charging the PCs in the open in cluster-formation, grenades are gonna get a lot weaker.