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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7487839" data-attributes="member: 6801242"><p>So I added the AOE (Explosives) to the "New Situations & Actions" section and then under EXPLOSIVES I changed it to the following...</p><p></p><p>"All ranged explosives and grenade-like weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range attacks (the second increment) all targets within the affected area gain Advantage on their saving throws vs. the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with 1/2 damage from a successful save. </p><p></p><p>Hand grenades still count as Simple Weapons for proficiency and are thrown with a base range of 30/60. </p><p></p><p>Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode; but the resistant affect can still be applied as the situations described above). This requires a DC 10 tool use check to set property and always requires 15 feet of movement."</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7487839, member: 6801242"] So I added the AOE (Explosives) to the "New Situations & Actions" section and then under EXPLOSIVES I changed it to the following... "All ranged explosives and grenade-like weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range attacks (the second increment) all targets within the affected area gain Advantage on their saving throws vs. the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with 1/2 damage from a successful save. Hand grenades still count as Simple Weapons for proficiency and are thrown with a base range of 30/60. Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode; but the resistant affect can still be applied as the situations described above). This requires a DC 10 tool use check to set property and always requires 15 feet of movement." [/QUOTE]
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