[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HOE] Grenades (was Re: Combiners)
Matt Crawford wrote:
>
> > How many grenades does your average party use in a session?
> > "Close" might not count in horseshoes, but it does count in grenades.
>
> Here's something I've been wondering. Does any marshal ever let the
> thrown grenade (or dynamite, more typically in DL) sit on the ground
> a few seconds before exploding? I've only ever seen it run as
> throw-roll-boom.
>
> I say, let's find out if we have any REAL heroes!
Well, there's been talk about drawing an action card (possibly in secret
by the Marshall) for sticks of Dynamite, since it's hard to tell just
how fast a fuse will burn. You could do the same thing with grenades.
Once the grenade is thrown, draw an action card and keep it hidden from
the players. It explodes on that card, or if that card has already been
called, then it happens next round on that card.
Another possibility: Red cards explode on whatever card value is shown.
Black cards, however, explode on the action *after* the value shown,
possibly blowing up someone trying to pick it up or ruining someone
else's action. Example: Card drawn for the grenade is a Five of Spades.
One of the players decides he wants to pick it up and throw it back. His
next action card, however, is the Four of Hearts... so it goes boom and
maybe now let's say there may be some serious problems with his
aspirations to become a concert pianist. Or maybe he wasn't trying to
pick it up, but was trying to shoot the bad guy who threw the grenade -
well, now the explosion ruins his aim, wasting his shot.