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<blockquote data-quote="takyris" data-source="post: 975862" data-attributes="member: 5171"><p>Well, my players were 10th level heroes facing a variety of Fast/Strong and Tough/Strong ordinaries. During the entirety of the game, only ONE bad guy made his DC25 Fort Save against those dang things.</p><p></p><p>Admittedly, the player had a great concept:</p><p></p><p>1) Throw grenade</p><p>2) Put on Gas Mask</p><p>3) Whip out baton, wade into cloud, begin whacking</p><p></p><p>He was a demolitions geek with little in the way of hand-to-hand combat fu, but he got rid of more bad guys than the Strong/Fast/Gunslinger with the katana, the pistols, and the anime-wannabe complex.</p><p></p><p>According to the FAQ up above, tear gas grenades were supposed to have a DC of 15, not 25, and sicken the opponent (-2 to just about everything) rather than blinding and stunning them. I don't know if sickening is too weak, but the DC15 is a lot more reasonable, while still high enough to be missable by a d20 Modern character -- their saves just don't get as high as D&D folks.</p><p></p><p>Old:</p><p>DC25</p><p>Blinded AND Stunned 2d6 rounds</p><p></p><p>New:</p><p>DC15</p><p>Sickened for 1d6 rounds</p><p></p><p>(I think)</p><p></p><p>I'd consider somewhere in between. Maybe:</p><p></p><p>DC15</p><p>Blinded and Sickened for 1d6 rounds</p><p></p><p>or</p><p></p><p>DC15</p><p>Blinded for 2d6 rounds</p><p></p><p>I don't know enough about tear gas grenades in real life to know which is more realistic, but as they stand in the book, they're a bit over the top...</p></blockquote><p></p>
[QUOTE="takyris, post: 975862, member: 5171"] Well, my players were 10th level heroes facing a variety of Fast/Strong and Tough/Strong ordinaries. During the entirety of the game, only ONE bad guy made his DC25 Fort Save against those dang things. Admittedly, the player had a great concept: 1) Throw grenade 2) Put on Gas Mask 3) Whip out baton, wade into cloud, begin whacking He was a demolitions geek with little in the way of hand-to-hand combat fu, but he got rid of more bad guys than the Strong/Fast/Gunslinger with the katana, the pistols, and the anime-wannabe complex. According to the FAQ up above, tear gas grenades were supposed to have a DC of 15, not 25, and sicken the opponent (-2 to just about everything) rather than blinding and stunning them. I don't know if sickening is too weak, but the DC15 is a lot more reasonable, while still high enough to be missable by a d20 Modern character -- their saves just don't get as high as D&D folks. Old: DC25 Blinded AND Stunned 2d6 rounds New: DC15 Sickened for 1d6 rounds (I think) I'd consider somewhere in between. Maybe: DC15 Blinded and Sickened for 1d6 rounds or DC15 Blinded for 2d6 rounds I don't know enough about tear gas grenades in real life to know which is more realistic, but as they stand in the book, they're a bit over the top... [/QUOTE]
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