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My problem with grenades and big explosions ...
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<blockquote data-quote="Aaron2" data-source="post: 1541767" data-attributes="member: 1436"><p>I have BB#5 already. </p><p> </p><p></p><p></p><p>That's rule is also in VforVictory, which is what I started off using.</p><p></p><p></p><p>After much consideration <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> here's what I'm gonna do ......</p><p></p><p>First, I'll lower the grenade damage down to 2d10. This damage represents a hit by a fragment. I'll try to keep all explosive's damage to an even number of dice.</p><p></p><p>I'll use the Blast Range Increment as discussed above. The Reflex save DC will drop by 2 for each increment.</p><p></p><p>When a bomb explodes, everyone within 10 Blast Range Increments will make a Reflex save. Those in the first increment will take 1/2 damage on a success and double damage if they fail. This represent the concussive blast effect. In the second through fifth increment, a successful save will take no damage and a failed save will take full damage. On the sixth and higher increments (more than 1/2 the max range) a failed save will only take 1/2 damage.*</p><p></p><p>Things like splitteringes (sp) and bazookas through walls will only affect the DC. A bazooka will normally have a really low DC so its effect will be minimal outside of a direct "hit". </p><p></p><p>That's how I'm currently thinking.</p><p></p><p></p><p>Aaron</p><p></p><p>*My thought on this is that most of the larger, more deadly, fragments do not travel as far as the smaller ones. 1d10 (1/2 the damage of a grenade) can still kill a low level character but that will be rare. This is similar to how DJ does it in BigBang#5.</p></blockquote><p></p>
[QUOTE="Aaron2, post: 1541767, member: 1436"] I have BB#5 already. That's rule is also in VforVictory, which is what I started off using. After much consideration ;) here's what I'm gonna do ...... First, I'll lower the grenade damage down to 2d10. This damage represents a hit by a fragment. I'll try to keep all explosive's damage to an even number of dice. I'll use the Blast Range Increment as discussed above. The Reflex save DC will drop by 2 for each increment. When a bomb explodes, everyone within 10 Blast Range Increments will make a Reflex save. Those in the first increment will take 1/2 damage on a success and double damage if they fail. This represent the concussive blast effect. In the second through fifth increment, a successful save will take no damage and a failed save will take full damage. On the sixth and higher increments (more than 1/2 the max range) a failed save will only take 1/2 damage.* Things like splitteringes (sp) and bazookas through walls will only affect the DC. A bazooka will normally have a really low DC so its effect will be minimal outside of a direct "hit". That's how I'm currently thinking. Aaron *My thought on this is that most of the larger, more deadly, fragments do not travel as far as the smaller ones. 1d10 (1/2 the damage of a grenade) can still kill a low level character but that will be rare. This is similar to how DJ does it in BigBang#5. [/QUOTE]
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