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Grenades and the people who love to throw them….
Posted: 08 March 2010 10:50 AM   [ Ignore ]   [ # 16 ]
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That makes sense, so with a strength score of 20, that means a 1kg grenade can be thrown 65m.
And with a range rating of 1, anything over 10m is +1 per meter.
So what is the base to hit for a SIM instead of a creature?

Is it just 8, for the ranged attack modifier?

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Posted: 08 March 2010 10:53 AM   [ Ignore ]   [ # 17 ]
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Is this like the ancient question of what the AC of a 5x5 foot square is?

I personally would call it 8 plus an arbitrary extra amount (5 or so).  Then again I find grenades to be nasty and game breaking in most systems.  The AP seems strangely high for frags.

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Posted: 08 March 2010 10:56 AM   [ Ignore ]   [ # 18 ]
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Yes, very similar smile
As for the arbitrary amount, the +8 is already an arbitrary amount based on it just being a ranged attack.
I’m not sure I am comfortable with adding another arbitrary number into the mix smile

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Posted: 08 March 2010 11:06 AM   [ Ignore ]   [ # 19 ]
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I make no bones about it.  I hate grenades.  Firearms are a more elegant weapon from a more civilized age.

For what it’s worth the modern US grenade (the M-67) weights 400 grams and has a casualty radius of ~ 15 meters.  Per wiki, an average (call it 15 strength) soldier can throw one about 30 meters.  So grenades should be possible to throw further and probably do less damage.

At a glance I’d say frags should be 3d4 and 15 sim with 2-3 AP.  I’d reduce the cost a bit to ~50T and make them really illegal.  Then again my opinion and 2T will get you a cup of bad coffee.

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Posted: 08 March 2010 11:09 AM   [ Ignore ]   [ # 20 ]
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We used a few high yields in my last session, and they didn;t really break any combat. So I have no qualms about them being in the game.
I think it is GM preference, and in a game I ran, they would be really hard to find/buy unless you had a heavy weapon specialist whose whole concept was built around those kinds of things.

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Posted: 08 March 2010 11:15 AM   [ Ignore ]   [ # 21 ]
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I’ll have to see how they work out in practice.  I just cringe and have SR flashbacks when grenades come up in conversation.

Most of the issues my players are having is the very low starting cash.  My group’s gun bunny had a hard choice to make, useful firearm or armor.  She couldn’t have it both ways.

The melee Nephilim on the other hand learned that being the largest member of the team can draw attention to you.  One Bull Charger and a 3 bleeding rate later…

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Posted: 09 March 2010 10:08 AM   [ Ignore ]   [ # 22 ]
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Did the math last night.  Per RAW a grenade weighs in at .5 kg.  A str 20 (4d6 2d4 avg 19) character can throw 10% of their manageable weight (5.4 kg) 10 meters.  Working from there, they should be able to throw a .5 kg weight around 80 meters.

So based on a range rating of 1, grenades will be nastily accurate within 10 meters and get scarily drifty at maximum range.

So DR 8 sounds fine in nominal range and DR 78 to pin-point a throw at maximum range is ugly, but reasonable.  Grenades aren’t that aerodynamic.

I retract my prior additional arbitrary DR addition.

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Posted: 09 March 2010 11:38 AM   [ Ignore ]   [ # 23 ]
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Of course, it would be much easier if you just put a range rating of 1 and max effective range of something like 50 M on the grenade chart.

Heres to hoping they add it to the second printing of the book

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Posted: 09 March 2010 11:42 AM   [ Ignore ]   [ # 24 ]
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Is 50 SIM the maximum then?  I couldn’t find a max in the text.

Of course with a DR of 78 a human with maxed SPL and a str of 20 would still miss (77 assuming 20 str and max skill and field ranks).

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Posted: 09 March 2010 11:50 AM   [ Ignore ]   [ # 25 ]
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no, I put 50 as an example. I mean hell, most pistols have an effective range of 25 - 35 SIM.
And I’m here to tell you that I can shoot much more accurately than I can throw, especially at that kind of distance smile

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Posted: 09 March 2010 12:11 PM   [ Ignore ]   [ # 26 ]
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You have now stumbled into knightofargh’s realism in tabletop gaming zone.

I pretty much take all systems apart in the same manner, starting with a character I call “Mister Average”.  He has straight 10s in all his qualities.

The average person in real life can throw a baseball (~ .5 kg) from the mound to home plate on the fly with reasonable accuracy.  I’ll assume the average person has 1 rank of throwing from their childhood.  In this case their athleticism of 10 would yield an average of 13.5 with that one skill rank.  90 feet is ~ 30 meters which is within the maximum distance for strength 10 to throw.  Assuming a box the size of the strike zone with an average batter (10s again) I’d assign a DR of 5 with the additional +8 for ranged.  In this case an average person could mechanically throw a baseball into the strike zone.  A professional baseball pitcher would probably have 7 core fitness and 10 throwing in addition to an athleticism of ~ 18.  This would yield a higher average, thus simulating a faster/more accurate pitch.

Let’s apply the same thing to shooting a pistol.  Let’s assume basic firearms safety training (field 1) and a bit of recreational shooting (skill 1) for “Mister Average”.  Now let’s give him a Glock, er CDEM 32 and have him shoot 3 rounds at 10 meters at a paper target (no DR, +8 for shooting).  His result of 14.5 would place only 2 of the 3 on the paper.  That’s a reasonable result, if erring on the inaccurate side for game balance.  Note a 10 meter shot for someone with minimal training with a 9X19 is actually fairly difficult.  25 meters with a long barreled .22LR target pistol is Olympic standard.

We will now move his target out to 25 meters with the same 9X19 pistol.  The DR now goes up to 22 (+14 for range, +8 for shooting).  He has a chance of hitting, but will generally miss.  Range of 7 to 22, average 14.5.  Again, this is a fairly difficult shot for an average person.

I’m generally satisfied with how Alpha Omega simulates real life as the prosaic samples above mimic reality well enough.

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Posted: 09 March 2010 01:59 PM   [ Ignore ]   [ # 27 ]
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actually, remember that everyone has every skill at rank 0.  your example of having Skill 1 from “Childhood” implies that he has more training than the “average” person…the average person has Rank 0.  Rank 1 would indicate someone spent just a little bit more time throwing rocks at girls or playing catch. 

also, what is “reasonable accuracy” ???  one meter to either side of the center of the plate?  what about verticle distance?  i’ve seen “average” people not be able to throw within a one-meter square over the plate…

just pointing out to be careful in your assumptions…

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Posted: 09 March 2010 03:16 PM   [ Ignore ]   [ # 28 ]
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Mostly it’s a thought exercise I use to be able to better compare the mechanics of a system to reality.  It helps my players understand what a 10 encompasses in a quality rather than a 15 etc.

In my example I was implying the strike zone, it’s about one square meter of vertical plane.  Something like 1/2 cubic meter of 3d space.

I’m also assuming an average healthy person with normal hand-eye coordination.  There are edge cases who can’t throw straight and other edge cases that are “naturals” at throwing, therein lies the range of 5 to 20 from the 5d4 :p.  I’m assuming a bunch, it’s how I learn!

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Posted: 09 March 2010 03:56 PM   [ Ignore ]   [ # 29 ]
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Well, consider this, then…

You’re talking about a strike zone - an area hovering in space (and time, but we won’t get into that!) and your objective is to throw or toss a grenade through that “opening”.

However, the case is really about throwing a grenade to land in a particular spot at distance.  This is more like a carnival game (very easy one at that!) where you toss a ball to have it land in a one meter square (or 1 SIM) tub of water, or just target.

With an average Quality Score of 10 and Dice Pool of 5d4, your average roll is 12.5 (see chart).  You could simply set the DR of hitting a 1 SIM stationary target at being a Simple Skill Check (as per 7.1.2) of 10.  This assumes that there are no mitigating variables (wind, weather, under pressure of combat, etc) for a toss/throw within the optimal range of the throw, based on a Range Rating of 1.

I think we can all agree that a “normal” person could make that “shot” (ie roll of 10) on “average”. 

Now, combat is far from average, however, but you’re still trying to hit a stationary location that is 1 SIM.  For that, I would add in the +8 modifier for ranged attacks, to keep it consistent with other thrown weapons.  Thus, the DR would be an 18 - in order to hit that, you’re going to have to roll really well (possible!) and/or practice and improve your Throwing skill.

If you’re trying to hit a specific location within that 1 SIM, then the base Skill Check should be bumped up accordingly according to the chart on 7.1.2.  (keeping in mind the note about adjusting DRs based on what makes sense, character abilities, etc).  These are tricks that either require someone more skilled (ie have a Throwing Skill to add) or have some other factor that grants a better than average chance.

Keep in mind that you can also adjust Dice Pools in the game - since shooting someone with a bullet or hitting them with a throwing knife requires much more precision than a weapon that delivers damage over an area of effect, you could either use this to rationalize reducing the +8 penalty for ranged combat, or grant the character a +1 DPS (thus at least one extra d4 for the “average” person) or higher based on how accurate (or better yet, how “non-accurate”) you need to be and still damage the target.  Horse shoes and hand grenades and all that…

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