01-08-2020, 11:25 PM | #41 | ||
Join Date: Aug 2019
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Re: [HT] Grenades fuse
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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01-08-2020, 11:55 PM | #42 |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: [HT] Grenades fuse
You are right about it being too easy. It is a problem - or would have if it wasn't in a slightly cinematic Cliffhangers campaign. It was only a bit of fun, and only happened once...in a campaign started in 1994.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
01-09-2020, 01:07 AM | #43 | |
Join Date: Jan 2010
Location: Brighton
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Re: [HT] Grenades fuse
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And that works both ways, if you don't like people automatically jumping away from grenades or knowing exactly where they land and in the middle of combat being able to work out to the yard and second that they have enough time to reach them pick them up and throw them back. Then that's fine, but again it's a question of how you run combat not that grenades don't go bang as soon as they reach their target or miss by the system determined scatter. Don't get me wrong if it works for you than that is all that matters, and frankly dealing with specific symptoms you don't like rather than causes is perfectly valid because the goal here is a pleasing game and not all symptoms are equal (and some cures are worse than the actual symptoms you are actually worried about).
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-09-2020 at 03:31 AM. |
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01-09-2020, 06:59 AM | #44 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
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As for 'cooking off' grenades, I've never seen it done in-game, though it sometimes makes sense (i.e. when you have a 4-5s fuse). In RL we were instructed quite strongly not to do it, because the nominal 4s fuse could go in as little as 3s (and up to 7s was also quite normal). The fuses in grenades are made by a low bidder, in general, and it shows. Personally, aside from their use in clearing pillboxes and the like, grenades are more of a pain in the a** than an asset, IMO (smoke grenades aside - they won't kill you if they go off in your webbing for some reason). That said, for room-clearing and such where they are useful they are really useful, invaluable even.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 01-09-2020 at 07:04 AM. |
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01-09-2020, 09:45 AM | #45 |
Join Date: Jun 2013
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Re: [HT] Grenades fuse
I think the rules assume a one-handed draw of the grenade, in which case needing to reach over, grab the pin/string, and pull it (while depressing the lever with the hand holding it) seems to be appropriate as a Ready. If you are doing something like a two-handed draw, with one hand holding the grenade and the other already on the pin, pulling the pin should probably be a free action. The former is the way you typically see grenades drawn in media, but it sounds like the latter is more the way soldiers are actually trained to draw and use them. I certainly see no problem with allowing characters to shave an extra second of Ready off by doing a two-handed draw (this might require the character to have some points in Soldier or similar, but that's optional); note this can allow for a character to draw, arm, and throw the grenade in a single second with Fast-Draw (matching the way grenades are used in modern First Person Shooter games), although doing so with a weapon in one hand should probably penalize the Fast-Draw roll.
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GURPS Overhaul |
01-09-2020, 02:37 PM | #46 | |||
Join Date: Aug 2019
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Re: [HT] Grenades fuse
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We're playing GURPS here, again, not real life, so giving real life advice for a GURPS game is simply being misleading. Quote:
To draw a grenade into two-handed stance, it's reasonable to require such perk, otherwise it's a ready action to change grip from one to two-handed. It's assumed you already do that as part of Ready maneuver to prime the grenade. GM may rule to include it as a perk, "Quick Prime", which allows you to pull the pin as part of a fast-draw (grenade). On failure, grenade is not primed AND you spend a ready action drawing it. On critical failure, the grenade is primed AND you drop it under your feet.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 01-09-2020 at 02:54 PM. |
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01-09-2020, 03:27 PM | #47 | |
Join Date: Jun 2013
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Re: [HT] Grenades fuse
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Looking at that entry (TS11), there's an implication that you can Fast-Draw (at least) immediately into a two-handed grip without the Perk, but at -2 to the attempt. Something similar for grenades would be appropriate, I think. I'll note that, from Rupert's post (and considering the character probably doesn't want to risk blowing himself up much), such a draw doesn't mean you draw the grenade and pull the pin at the same time; rather, you draw the grenade and grab the pin at the same time, pulling it (as a free action) once you're ready for the timer to start (often just before throwing, although if you want to risk cooking it off you may indeed want to pull it as soon as it's ready). You could still have a Critical Failure result in dropping a primed grenade, but I'd have the Perk avoid this (as the Perk is more like Grip Mastery, which lets you draw one-handed then put your other hand in position; with the Perk, a Critical Failure is the same for a normal Critical Failure for Fast-Drawing a grenade (that is, you just drop it).
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01-09-2020, 03:56 PM | #48 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
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Or rather, the pebble drop into the pond that was solving grenades in my game, grew into the Chicxulub event of how I run GURPS (in other words that one change ended up heralding sweeping changes in almost every aspect of how I run, a switch from very gritty, detail oriented rules into very loose high action cinematics). |
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01-09-2020, 04:51 PM | #49 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
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Arming the grenade one-handed should not be the default, and should take at least that extra second, plus unreadying whatever you had in the off-hand. This, by the way, is the big drawback of a grenade in terms of the time it takes. You have to put down or holster your gun, arm the grenade, and then either throw the grenade and then re-ready the gun, or re-ready the gun (in your off-hand, and really only practical with a pistol) or pick it up, and then throw the grenade. It gets messy with a rifle, and most people playing with grenades will have a rifle. The thing is, once that pin is out, Mr. Grenade is nobody's friend, even if the igniter has not been triggered yet. Once it has, and it's cooking off, it's actively your enemy and keeping it around is a high risk. The shorter the fuse, the higher the risk, obviously.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-09-2020, 05:02 PM | #50 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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grenade, high-tech |
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