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My problem with grenades and big explosions ...
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<blockquote data-quote="ledded" data-source="post: 1540338" data-attributes="member: 12744"><p>Well, not to pick nits, but in the incident you are talking about he was warned by Winters that a grenade was incoming, and just managed to roll off of where it was between his legs. Still, the grenade detonated within just a few feet of him at most inside of a trench and he didnt even take a scratch, then narrowly avoided a couple more like you said, again not taking a scratch.</p><p> </p><p>But in the same incident remember that Buck Compton (a former college baseball player) and several others threw grenades at fleeing Germans. A couple tossed theirs close and wounded a few germans, but Buck threw his straight into the back of a mans head, literally taking it off (ick).</p><p> </p><p>And there was the BoB incident in Haguenau where they ambushed some Germans in a small house, and one of the paratroopers went through the door before the grenade someone had just tossed in the window went off and it wounded him mortally. Two of the Germans inside were untouched by the blast.</p><p> </p><p>But yeah, I've read a lot of WWII and before incidents like these where someone narrowly avoids a grenade with no injury where another soldier is not even that close to one and dies from a small fragment, and everything in between. Those disperal patterns must have been erratic indeed.</p><p> </p><p> </p><p>Personally, I use a mechanic like Dana Jorgenson and others mentioned above, and maybe even pick up his Big Bang 5 which is all about grenades. While mostly fairly modern stuff in it, I've found it to be a *very* good and accurate reference for a multitude of grenades if you dont really like the 'all grenades are the same' feel of d20 Modern. He also addresses issues like 'lethal radius/casualty radius' in d20 Modern.</p><p> </p><p>When I ran my WWII game, I did a similar mechanic to that suggested above, plus I also added a simple rule that any thrown grenade goes off immediately on an even natural attack roll, and goes off the next round on an odd natural attack roll. I did that because of the reputed disparity between different fuse lengths, caused by hand cutting or whatnot. It did give PC's (and enemies) the occasional attempt to 'throw it back' like we've often read about and seen in the movies, and it was great fun. I wouldnt do that for a 'modern' grenade, but it seemed to work out well for my WWII game.</p></blockquote><p></p>
[QUOTE="ledded, post: 1540338, member: 12744"] Well, not to pick nits, but in the incident you are talking about he was warned by Winters that a grenade was incoming, and just managed to roll off of where it was between his legs. Still, the grenade detonated within just a few feet of him at most inside of a trench and he didnt even take a scratch, then narrowly avoided a couple more like you said, again not taking a scratch. But in the same incident remember that Buck Compton (a former college baseball player) and several others threw grenades at fleeing Germans. A couple tossed theirs close and wounded a few germans, but Buck threw his straight into the back of a mans head, literally taking it off (ick). And there was the BoB incident in Haguenau where they ambushed some Germans in a small house, and one of the paratroopers went through the door before the grenade someone had just tossed in the window went off and it wounded him mortally. Two of the Germans inside were untouched by the blast. But yeah, I've read a lot of WWII and before incidents like these where someone narrowly avoids a grenade with no injury where another soldier is not even that close to one and dies from a small fragment, and everything in between. Those disperal patterns must have been erratic indeed. Personally, I use a mechanic like Dana Jorgenson and others mentioned above, and maybe even pick up his Big Bang 5 which is all about grenades. While mostly fairly modern stuff in it, I've found it to be a *very* good and accurate reference for a multitude of grenades if you dont really like the 'all grenades are the same' feel of d20 Modern. He also addresses issues like 'lethal radius/casualty radius' in d20 Modern. When I ran my WWII game, I did a similar mechanic to that suggested above, plus I also added a simple rule that any thrown grenade goes off immediately on an even natural attack roll, and goes off the next round on an odd natural attack roll. I did that because of the reputed disparity between different fuse lengths, caused by hand cutting or whatnot. It did give PC's (and enemies) the occasional attempt to 'throw it back' like we've often read about and seen in the movies, and it was great fun. I wouldnt do that for a 'modern' grenade, but it seemed to work out well for my WWII game. [/QUOTE]
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