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Re: [WW] Rules Change: Grenades (cross post)



Arne Reuter writes:

[snip]

> WW lists the Stielhandgranate 24 with a range increment of 5 
> (feet?).
> 
> This would give you a range of 25 feet. In my eyes, this is
> ridiculous.

i agree completely.


> Consider these changes:
> 
> Stielhandgranate 24 has a range increment of 20 feet. The maximum
> range is (5 + STR mod) * range increment feet. This means a very
> strong person can throw farther (makes sense, doesn't it?).

So a character with an 18 STR could throw the potato masher as much as
180 feet, while the average civilian could throw one 100 feet and the
typical waffen SS soldier (with STR12) could throw one 120 feet.
Considering that's an absolute maximum and has a base DC of 20, that
seems about right.
 

> The damage stays at 4d6. The primary burst range is 10 feet. That
> means, everybody within 10 feet makes a Reflex save vs. (?) for half
> damage.

The number you're looking for there is 15.  See the paragraph under
"Explosions" on p90 of BotR.


> Is there a secondary burst? In my imagination from 11 to 20 feet out
> one would make a reflex save vs. (?) or take 2d6 damage.

The secondary burst is REF DC15 for no damage if they make it, 1/2 damage
if they fail.  Again, BotR90.


> Does anybody have a reference in the PHP or DMG for dealing with
> grenades? I only seem to finde grenade_like_ weapons with splash
> damage and that does not really seem to apply here.
> 
> Comments please.

References i found:

BotR90 under "Explosions" and "Grenades"
DMG164 under "Grenade, Fragmentation"


Happy Gaming,

screenmonkey















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