GRIM TALES: Grenades

Hammerhead

Explorer
What does everyone think grenade stats would be in Grim Tales. In my current game, we treat them as a thrown grenade-like weapon (duh!) that explodes for 2d6 points of damage in a 5 foot radius burst. Anyone caught in the area of effect can make a Reflex save DC 15 for half damage.
 

log in or register to remove this ad

Well, it'd really depend on the type of Grenade...here are my thoughts:

(somewhat realistic grenades)
Fragmentation Grenade: 4d6 Fire & Piercing, 10-ft. Radius Burst. DC15 Reflex for Half.
Incendiary Grenade: 2d6 Fire, 5-ft. Radius Burst, DC 20 Reflex for Half

and just for posterity:
(cinematic grenades)
Movie Grenade: 4d6 Fire, 15-ft Radius Burst, DC 10 for Half.
Molotov Cocktail: 3d6 Fire & Slashing, DC 20 Reflex for Half.

+5 to any DC on a direct hit (IE grenade thrown directly at bob, DC 20 Ref for Half, guy next to bob in radius, DC 20.)
 

Kirin'Tor said:
Well, it'd really depend on the type of Grenade...here are my thoughts:

(somewhat realistic grenades)
Fragmentation Grenade: 4d6 Fire & Piercing, 10-ft. Radius Burst. DC15 Reflex for Half.
Incendiary Grenade: 2d6 Fire, 5-ft. Radius Burst, DC 20 Reflex for Half

and just for posterity:
(cinematic grenades)
Movie Grenade: 4d6 Fire, 15-ft Radius Burst, DC 10 for Half.
Molotov Cocktail: 3d6 Fire & Slashing, DC 20 Reflex for Half.

+5 to any DC on a direct hit (IE grenade thrown directly at bob, DC 20 Ref for Half, guy next to bob in radius, DC 20.)

Why not a diminishing effect?

Frag Grenade:
5d6 Fire and Piercing damage. 5 ft radius.
3d6 Fire and Piercing damage. 10 ft radius.
1d6 Fire and Piercing damage. 15 ft radius.
Reflex save = DC 15 for half damage.
The damage does not stack.
In other words... someone on top of it takes 5d6, not 5d6+3d6+1d6. (I know it's common sense, but someone would "not get it" if it's not spelled out)
 

Well, the standard-issue US Army frag grenade has an effective range of 35m (115'), a killing radius of 5m (16') and a causalty-producing radius of 15m (50'), according to Army FM 3-23.30.

That would give a range increment of 20' (155' / 5 ) and a blast radius of 20 to 25 feet. Probably 4d6 points of slashing damage would be good. (Even though a graduated damage would be more "realistic", a flat damage is much easier for gameplay.)

EDIT: Or are we talking about early hand grenades? In that case, I'd have it do 1d8 points of sonic (or is the system allows it, concussive) damage in a 5' radius. It should also take a move action to light the grenade, and there should be a non-trivial chance of a dud.
 
Last edited:

2d6 points of damage in a 5 foot radius burst is very underpowered in my opinion. I'd stick with the d20 Modern rules, or use Mr. Baize's excellent, more realistic suggestion.
 


Remove ads

Top