From: | jjvanp@*****.com (Jan Jaap van Poelgeest) |
---|---|
Subject: | staging up grenades & rebounds |
Date: | Tue, 30 Nov 2004 06:22:31 -0800 (PST) |
come up before I was wondering what a post regarding
solutions for staging up grenade damage & rebound
calculation would do.
As it is I can see a number of possibilities:
1). Use throwing skill/STR successes to stage. This
just seems wrong, however, as this aspect of the skill
should be concerned with the actual placement of the
grenade, while the grenade itself is what causes the
damage.
2). I think this might be Gurth's solution: give
explosives a certain number of dice (dependent on
what?) that are rolled against TN4 once they explode
to stage the damage. This makes grenades capable of
inflicting the deadly damage we know they can do, yet
doesn't rely on the "topspin given to the grenade by
its masterful thrower" to let this happen; the
physics of the situation are not dependent on
character skills.
3). Stage according to how many blast "rebounds" of
the shockwave hit the intended victim: for every X
number of rebounds the damage stages up. I like this
solution because it's ostensibly simple and seems to
tie together the notion that more salsa = increased
deadliness (as with spicy nachos).
4). Alternatively, for every X power that the salsa
effect increases the damage, the damage level gets
staged. I'd find it difficult to settle on a
reasonable number, though.
Finally, on blast wave rebounds:
I believe a bit of a discussion has been held about
this already, with the "domed room inflicting infinite
damage" example showing were the rules might be
lacking.
It might therefore be prudent to limit blast rebounds
to the nearest surfaces with sufficient Object
Resistance to reflect the blast in the 4 compass
directions (possibly aligned so as to inflict the
maximum amount of damage). The underlying reasoning
here is that any resultant staging and increase in
damage power represent the aggregate effect of the
bazillion other blast wave rebounds.
One can make grenades even more deadly by using the
nearest blast wave reflecting surface classifiable as
"the ceiling", or if the grenade is supposed to
explode in mid-air, the closest two vertical-plane
surfaces for purposes of calculating blast wave
rebound. This seems needless, however, unless the
grenade is being thrown at something beneath a
concrete parapet or somesuch, though even then one
could argue that the physics of a grenade explosion
work primarily on the horizontal plane.
Alternatively, if one wishes to play grenades closer
to how FASA probably wanted them to work, consider the
increase in damage from the rebound to be calculated
from a single line on the horizontal plane that
encompasses all the rebounds. I.E: from the impact
point a line is drawn to the closest wall, then back
to the thing currently resisting damage. The blast
wave line must continue in the direction that it was
going once it strikes the resisting thing, however, so
the closest surface to the resisting thing in that
particular direction is then used for the next
rebound, back to the resisting thing, until the blast
wave runs out. An angled surface would still be
presumed to bounce the line straight back.
Alternatively, to reduce complications, find the
distance between resisting thing and closest wall
(opposite the incoming blast direction) and simply
bounce the power of the initial blast wave that hits
the thing back and forth through this distance until
it runs out.
As an additional rule, one might argue that armor
provides living targets with an Object Resistance,
thereby negating blast wave rebound damage increases
after a while, as the blast wave effectively rebounds
off the resisting thing's armor (which, incidentally,
could make a grenade thrown into a crowd with some
conveniently spaced trolls in it incredibly deadly :).
Since rebound damage will have to be calculated
anyway, I think staging options 3 and 4 are quite
workable, though they do mean that a
non-D-damage-level grenade in the open will never kill
a person, which in turn seems odd.
Any thoughts? Apologies if the whole rebound thing's
too obsessive with detail.
Cheers,
Jan Jaap
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