My gaming
tastes have changed over the years. When I was a young gamer I was compelled to
create (recreate) a very Tolkien-esque gaming experience in D&D. I
regularly jumped over to other games on and off to get my sci-fi fix. It was
not until years later that I discovered that in its earliest days D&D was
much more of a sci-fantasy game. Laser pistols and dinosaurs were not uncommon
in the old days. As I have matured so have my gaming tastes and sticking to the
vanilla/Hobbit canon has gone out the window.
I like guns
and grenades in my games. Typically gear like this is scavenged archeo-tech
from the times of the ancients. But it is out there in crumbled bunkers full of
zombies, waiting to be uncovered.
I have hit
on a neat, simple way to model the explosive damage grenades give off at the center
of their blasts, which dissipates as the concussive waves move away from the
explosions’ centers.
Joesky’s Tax: BLAST!
System:
Explosive grenades
have a simple statistical profile. They just have a damage rating which is
equal to the amount and type of dice rolled when the device is used. For
example a typical Frag Grenade does 4d4 damage. The amount of damage indicated
is the amount of damage done to any targets within the 5-foot square in which
the device lands. As the blast moves from the point of impact, its explosive
power is reduced. To model the reduced damage capacity subtract one (1) die from
the devices damage for each 5-foot square that the target is removed from the
center of the blast until there are no dice remaining. Typically, targets do
get a saving throw for half damage to indicate that they either have hit the
deck or dodged behind whatever cover is available. A grenades range is usually
equal to the thrower’s STR, and half that when indoors or underground because
of the lower ceilings which the thrower must take in to consideration when
chucking the device.
Misses (Scatter):
A missed
to-hit roll requires the thrower to randomly determine the direction in which
the device goes as well as determining the distance that the throw is off
target. For grenades thrown outdoors, roll 1d8 to determine the distance. For
grenades thrown indoors or underground, roll 1d4.
Criticals and Fumbles:
Any time a
critical or fumble is rolled, roll on the table below to determine the effect.
When a critical is rolled add either the thrower’s STR or DEX modifier
(whichever is higher) to the result to determine the actual result. When a
fumble is rolled subtract either the thrower’s STR or DEX modifier (whichever
is lower) to the result to determine the actual result.
BOOM!
Roll 1d10 and add/subtract STR or DEX mod
1- Drooped at your feet… BOOM!
2 Get Down! Rolls 1d4 5-foot squares in a
random direction and detonates
3 Sorry, Buddy. Hits randomly determined
party member, henchman, or ally
4 That’s not a Grenade! Other randomly
determined item thrown. Scatter for a miss.
5 Forget Something? Scatter for a miss. You
never armed the device. It’s lying on the floor.
6 Cough! Scatter for a miss. The blast area
is filled with thick smoke (dissipates in 1d6 rounds)
7 Airburst. Detonates in the air above the
target. Add one (1) 5-foot square to blast radius. Any targets within the blast
radius take 1d8 damage with no save.
8 Delay. Detonates in 1d4 rounds (DM rolls)
9 Good Toss! Target gets no save.
10+
Explosives Expert! All in area of effect get no save.
These rules
are easy to implement and require, other than a little table, no extra crunch
at the gaming table. Enjoy! Please send me any feedback you may have about how
my take on grenades has worked in your own games.
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