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Old 06-10-2021, 01:38 PM   #15
weby
 
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Default Re: Further Discussion on Stun Grenades

Quote:
Originally Posted by EskrimadorNC View Post

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?
Well, it depends on the "enemy".

In action if you want combat challenge to PCs you should likely use enemies with most of the combat abilities of the combat templates, but not the "special things" like luck. The templates have minimum HT of 11 and option to buy more HT and fit, so quite many of them have effective HT 12+

Also a basic soldier by Gurps Rules(soldier template in template toolkit 1) has a base HT 11 and 20 points to use on a list that includes both fit ant +1 or 2 HT, so quite many of them will have effective HT of 12 or higher.

If effective HT is 12, you have a 16% chance/round to recover. That gives a 65% probability to have recovered by 6th roll and those who have 11 will have more than half..

Also it should be noted that in training we at least always used hearing protection. The hearing protection gives +5 according to HT, so at that point you are rolling against your HT...

Any realistic modern enemies who are prepared for possible gunfire will have hearing protection and a considerable number of the non-realistic ones wear sunglasses even in dark.. :)
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