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Old 06-08-2021, 11:38 AM   #2
MrFix
 
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Default Re: Further Discussion on Stun Grenades

Quote:
Originally Posted by EskrimadorNC View Post
This recent thread on Flashbangs/Stun Grenades has gotten me thinking about the rules for said devices, specifically this part:



HT -5 is pretty steep, especially since it's a static roll you have to make every turn (until you succeed).

For a HT10 NPC, that's what...a 5% chance to succeed? In my personal RL experience, normal folks usually recover from the effects of Flashbangs sometime around the 6 second mark, give or take.

When PCs have used them in action games, rarely do the NPCs ever pass the HT -5 roll, and the PCs end up being able to act with impunity for way longer than they should.

Has anyone out there had the same experience? Do any of you GMs have special house rules for stun grenades? Do your players ever even employ them?
Can you elaborate on your personal experience? The ones I've had experience with caused a huge blind spot to develop in your vision, and burst both of your eardrums if you were in a room with it and dared to look towards it.

To be honest the only issue with Stun Grenade that I see is that it has zero crushing explosive damage, so it cannot take advantage of High-Tech's optional rules for explosions in interiors. Stingballs are superior in that regard, because they come with effects of flashbang AND release shrapnel AND cause cr ex damage.
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