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My problem with grenades and big explosions ...
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<blockquote data-quote="3catcircus" data-source="post: 1554143" data-attributes="member: 16077"><p>Unfortunately, I don't think d20 can properly model this as-is. This is where I start my Twilight:2000 Rave... They used a system that included both blast and fragmentation. Depending on whether you were in the primary or secondary blast zone would determine how much (if any) blast you would take, and would also determine how many (if any) fragments you would get hit by. Their system also applied blast damage to each body part while fragmentation damage was applied to a specific body part.</p><p></p><p>Something else to keep in mind - the blast radius is probably not correct.</p><p></p><p>For the M61/M67 Fragmentation grenades, killing radius is 5 metres and casualty-producing radius is 15 metres, but fragments can disperse up to 230 metres away.</p><p></p><p>For an offensive grenade like the Mk3A2 concussion grenade, all the damage is caused by the blast (no fragments) - and has more of a blast than the M61/M67 - but the kill radius is only 2 metres, but fuze fragments and secondary missiles can be propelled up to 200 metres away.</p><p></p><p>This is how I would approach it:</p><p></p><p>1st - separate blast and fragmentation damage - for the frag grenade, make it 2d6/2d6. Next change the blast radius/range increment - 5 metres (15 feet) primary (blast & fragmentation damage), followed by a secondary zone of 15 metres (45 feet) where you only suffer fragmentation damage. Third, consider having blast damage be nonlethal and/or subdual with the following house-rule: if it exceeds the massive damage threshold, subtract it from hit points. If it doesn't exceed the massive damage threshold, then act as per the massive damage threshold rules as they exist now.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1554143, member: 16077"] Unfortunately, I don't think d20 can properly model this as-is. This is where I start my Twilight:2000 Rave... They used a system that included both blast and fragmentation. Depending on whether you were in the primary or secondary blast zone would determine how much (if any) blast you would take, and would also determine how many (if any) fragments you would get hit by. Their system also applied blast damage to each body part while fragmentation damage was applied to a specific body part. Something else to keep in mind - the blast radius is probably not correct. For the M61/M67 Fragmentation grenades, killing radius is 5 metres and casualty-producing radius is 15 metres, but fragments can disperse up to 230 metres away. For an offensive grenade like the Mk3A2 concussion grenade, all the damage is caused by the blast (no fragments) - and has more of a blast than the M61/M67 - but the kill radius is only 2 metres, but fuze fragments and secondary missiles can be propelled up to 200 metres away. This is how I would approach it: 1st - separate blast and fragmentation damage - for the frag grenade, make it 2d6/2d6. Next change the blast radius/range increment - 5 metres (15 feet) primary (blast & fragmentation damage), followed by a secondary zone of 15 metres (45 feet) where you only suffer fragmentation damage. Third, consider having blast damage be nonlethal and/or subdual with the following house-rule: if it exceeds the massive damage threshold, subtract it from hit points. If it doesn't exceed the massive damage threshold, then act as per the massive damage threshold rules as they exist now. [/QUOTE]
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