01-08-2020, 03:57 AM | #31 | |
Join Date: Jan 2010
Location: Brighton
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Re: [HT] Grenades fuse
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(although that is one more thing to keep track off in comparison to just saying it goes off at the end of the throw) Don't get me wrong if a whole group of people start chucking grenades about then maybe, but how often does that happen. FWIW I tend to track temporary stuff like that by marking on acetate sheets* that I can overlay the combat map as and when I need to. *I can do several sheets for different things that are in evidence at different times (yeah sorry I'm that kind of GM)
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-08-2020 at 04:42 AM. |
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01-08-2020, 04:43 AM | #32 |
Join Date: Aug 2019
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Re: [HT] Grenades fuse
Grenades and by extension explosives do add a lot more rolls. Most of my games grind to a halt when things explode.
You need to calculate SEPARATE damage for each person in the blast. You roll dice once, but you need to figure out the damage for each person separately using formula of Damage/(3*<range from target to explosion in yards) Even for 5 people thats' 5 separate calculations you have to do. If then the explosion has shrapnel, you need to decide how many people are in the blast, roll 3d6 against 15 modified by range and stance for each person, calculate how many pellets each person is hit by, calculate hit locations of these pellets etc... for 5 people, hit by 3 shrapnels, it's 4 3d6 rolls per person and 3 damage rolls per person for total of 35 rolls just to see if that group of people you grenaded dies.
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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 |
01-08-2020, 04:58 AM | #33 | ||||||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
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As I said, at HT tech levels, they're useful tools, but at higher TLs they tend to fall behind armour quite badly.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-08-2020, 05:00 AM | #34 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
I saw a lot in a Space Opera game, and a lot in a Spacemaster game. In the former they proved very good at dropping drives of cannon fodder, and in the latter a good way for characters with marginal combat skills to hurt and stun bad guys.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
01-08-2020, 05:03 AM | #35 | ||
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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01-08-2020, 05:15 AM | #36 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
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When my group first encountered this 'problem' we solved via extra Perception rolls... but if you're rolling to recognize grenades, why aren't you rolling for everything else? So now, suddenly everyone is making a Perception roll every turn, usually at penalty, and combats started to turn grindy and slow. So I solved it by hand waving grenade timing. Pretty much solved the problem for almost everyone. I simplify that by using different coloured dice. Yes, it's not as fast as just counting the damage up once and moving on, but it's still one roll with an accumulated count as you count out from blast center. |
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01-08-2020, 06:59 AM | #37 |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: [HT] Grenades fuse
Over my years of playign GURPS I've seen a little grenade use but nothing al all when compared to gunfire.
In SPECOPS we used them sparingly at first, perhaps due to the issues described about inaccuracy and inefficiency. One mission however, inside a large building complex, one of the SEALs threw an unarmed smoke grenade into a room with hostiles, and when they ran out we shot 'em. He picked up the grenade and used it again during the same mission. In later years, when we had gone dark and played ex-specops mercenaries instead, another character of mine used grenades generously when storming rooms. Mostly is was of no use if the rooms were empty of hostiles. On one mission, to retrieve or sabotage some stolen missile guidance chips the GM rules that my grenade into the warehouse ruined the chips, and we only got reduced pay for only achieving the secondary objective. In Cliffhangers we had once just escaped from being bound up in a shack on a plantation on Java. Then enemy noticed this and threw a grenade inside. Everybody but one jumped out windows, but the last character picked up the grenade and tossed it outside. Then we all leapt to our feet and jumped inside again, only to exit once more after it went off. Another time a character chasing a civilian possessed by a spirit-alien or whatever tossed a grenade ahead of them, but misjudged the speed vs. fuse time so it exploded when he was close to it, not the possessed guy. He did that twice.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
01-08-2020, 02:07 PM | #38 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [HT] Grenades fuse
And that right there is the problem with GURPS time to turn resolution and PC acuity and reaction speed, which my handwaving pretty well solves for grenade purposes.
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01-08-2020, 06:51 PM | #39 |
Join Date: Aug 2019
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Re: [HT] Grenades fuse
The issue at hand here is that the GM was too generous with actions.
Usually to pick up grenade and throw it you need to: 1. Change Posture (Kneeling) 2. Ready maneuver to pick the grenade up 3. Throw maneuver to throw it As you can see, if the grenade was cooked for at least 1 second, which it usually is since Ready Maneuver is taken to activate it and it is tossed on second turn, the grenade would explode and kill the man picking it up. And escaping from a shack is usually a move maneuver to approach the window and another to jump through. So even if he threw the grenade and it didnt explode, his friends would need at least 1 more maneuver to get back inside of the shack.
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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 |
01-08-2020, 10:54 PM | #40 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [HT] Grenades fuse
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Get grenade out, pull pin (can be done as part of the throw), throw.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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Tags |
grenade, high-tech |
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