| Trashloot |
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Teridax wrote:I feel grenades would work a lot better if the ones that dealt damage had a delay of 1 round, in exchange for much more damage. Instant bombs should be fine too, but the advantage to a delayed grenade is that it'd be a great tool for flushing enemies out of cover, which I think right now is fairly important given how easy it is for enemies to hide behind it all the time. If the enemy doesn't move, or is made to stay for some reason, then the much higher damage ought to frag them for sure, if they're chaff.I actually gave this weapon a try during a playtest, and I was really pleased with the results. It was really fun and tactical to have one vesk soldier ready their gun around the corner, and have the other vesk soldier toss the delay grenade (goes off at beginning of user's next turn, 2d8 instead of 1d8 damage) to flush out the PC. It was a fun mental challenge of "do I think it's better to make a basic reflex save against 2d8 or just hope the strike against my AC misses".
I think these are the exact right kind of fun micro-challenges and hazards in a game like SF2E. I hope a weapon like this makes it into the final release.
THIS! I have played with something like this as well. It works great. And its also a good way to add value to a grenade. The enemy has to either move and "waste" an action / give up their position or they get on average a bit of damage. Personally i would add a flat damage value (1d8+4)to the grenade but 2d8 works as well.
Throwing a Grenade and therefore burning money, only to roll a 1 feels super bad.