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Grenade Topic

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RavenousRat:

--- Quote from: Jeoshua on June 21, 2010, 06:38:49 pm ---Good points philipos.

If you had to grab grenades out of your inventory, it would simulate pulling the pin in two ways: extra work AND extra AP.

--- End quote ---
Then to continue RL grenades, when you throw it, your victim will have both legs crippled, probably some hands crippled, and he'll probably die. So 1 grenade = kill.

Jeoshua:
Don't think "reality" think "action movie," damnit!  Grenades throw you around, and maybe knock people out.  But of course NOBODY uses grenades as a burst fire weapon...

Izual:
I guess good damage boost and 7-8 AP needed to throw one grenade will make the things more balanced.

philipos:

--- Quote from: RavenousRat ---Then to continue RL grenades, when you throw it, your victim will have both legs crippled, probably some hands crippled, and he'll probably die. So 1 grenade = kill.

--- End quote ---

it's not really a question of RL or not (or we wont play a post apo RPG) but a question of balance. throwing grenade is not faster than using a gun. so a gun user has disadvantage against a grenadier wich make the fight unbalanced.
all depends of if it's possible to disable the pile of nades in one hand or not. if so, 4 or 5 PA is ok (possibility to have 1 grenade in each hand and then no support weapon) because the fighter will have to make the action to pick up new ones in his bag.
but if not, then 6 or 7 (like a burst) will be more balanced.

Higher chance to cripple is not a crazy idea, that's what the grenades are made for, injuring a small group of fighter and making them less efficient/assertive if still alive.

Grampy:
Or have a variable AP cost based on the distance you throw it, 15 Hexs=7AP, 1 Hex= 2 AP

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