Are grenades worth it?


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Necrodemus wrote:

Guess I've always been too good on my players then. I've always used reflex saves as "throw yourself out of harm's way". We're used to a theater of the mind approach. So making a reflex save -to us - means using your reflexes to throw yourself away from danger, and not just stay put. It's one of those "we're roleplaying, not board-gaming things" where mechanics that say they do one thing, but actually don't, are trumped by narrative description.

We're using minis for starfinder, but I make allowances baeed on what makes sense in the descriptive events. It's a preference thing. :)

What you're describing is basically the Dive for Cover feat.


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Except 10 times better since you’re letting them move normally instead of falling prone and not provoking AoO

Silver Crusade

I haven't read the entirety of this thread so I apologize if consensus has already been reached.

I'm GM'ing the Dead Suns adventure path (we're in book 2 right now). I think grenades are definitely too expensive and want to lower the cost.

My current WAG is 40% of book cost.

Does that seem a reasonable reduction? Or will they get enough grenades from their enemies so that it really doesn't matter much?


This discussion has ranged in opinion from 1/3 cost to same price for a box of 12

Also you’re the go, you can hand them out like candy if you want


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pauljathome wrote:

I haven't read the entirety of this thread so I apologize if consensus has already been reached.

I'm GM'ing the Dead Suns adventure path (we're in book 2 right now). I think grenades are definitely too expensive and want to lower the cost.

My current WAG is 40% of book cost.

Does that seem a reasonable reduction? Or will they get enough grenades from their enemies so that it really doesn't matter much?

Seems to me like it would be good to limit it by availability and make the cost scale as a % of WBL equal to the WBL % of a Level 1 grenade.

Either way, I built a spreadsheet to look at costing for SF grenades. There's a weird spike mid-level.

Starfinder Grenades, Analyzed


Robert Gooding wrote:

This discussion has ranged in opinion from 1/3 cost to same price for a box of 12

Also you’re the go, you can hand them out like candy if you want

Yeah I don't think handing out too many grenades is going to throw your game balance out of whack. Give them 1-2 per 3-4 encounters and they should be just fine.


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Star Dragon Caith wrote:
Robert Gooding wrote:

This discussion has ranged in opinion from 1/3 cost to same price for a box of 12

Also you’re the go, you can hand them out like candy if you want

Yeah I don't think handing out too many grenades is going to throw your game balance out of whack. Give them 1-2 per 3-4 encounters and they should be just fine.

And if too many grenades does start mucking with the balance of the game, just A) hand out fewer grenades and B) if you lowered the price to purchase them too low, raise it back up some. You're already in house rule territory anyway with the latter.


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Find a crate of grenades pull one's pin place gently back in packing crate run away or kick out open airlock.


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Star Dragon Caith wrote:
pauljathome wrote:

I haven't read the entirety of this thread so I apologize if consensus has already been reached.

I'm GM'ing the Dead Suns adventure path (we're in book 2 right now). I think grenades are definitely too expensive and want to lower the cost.

My current WAG is 40% of book cost.

Does that seem a reasonable reduction? Or will they get enough grenades from their enemies so that it really doesn't matter much?

Seems to me like it would be good to limit it by availability and make the cost scale as a % of WBL equal to the WBL % of a Level 1 grenade.

Either way, I built a spreadsheet to look at costing for SF grenades. There's a weird spike mid-level.

Starfinder Grenades, Analyzed

The reason for the spike might be that grenades above L8 have a lower save DC when launched from the best available grenade launcher, which reduces the effective item level to 8, whereas L8 grenades see no change and grenades below L8 are buffed. That doesn't exactly match the bubble I see in your spreadsheet, but it might help explain it.


ghostunderasheet wrote:
Find a crate of grenades pull one's pin place gently back in packing crate run away or kick out open airlock.

Improvised torpedo!


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In all my games grenades cost HALF their price as written and have a +1 x grenade level bonus to its base damage (not touching effects).

Example: Frag Grenade II: 2d6+4 damage, cost 350 credits.

That's the only way to make them useful, and give them more of a feel for something dangerous. I want PGs and enemies to scream for cover when they see grenades flying, not laugh it off for not even making it through their DR.
I think my modification does not make them overpowered, considering you still have to make a ranged attack (a very easy one, but fumbles do happen, and cover is a thing thankfully) AND the DCs are redunkulously easy to pass, even considering that there are many ways to buff up reflex saves.


Yeah, a lot of the grenades have their uses, granting cover/concealment with smoke or dealing with targets in cover. Starfinder's focus on positioning makes it a good idea to keep a couple types of grenades at hand.


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LotsOfLore wrote:

In all my games grenades cost HALF their price as written and have a +1 x grenade level bonus to its base damage (not touching effects).

Example: Frag Grenade II: 2d6+4 damage, cost 350 credits.

That's the only way to make them useful, and give them more of a feel for something dangerous. I want PGs and enemies to scream for cover when they see grenades flying, not laugh it off for not even making it through their DR.
I think my modification does not make them overpowered, considering you still have to make a ranged attack (a very easy one, but fumbles do happen, and cover is a thing thankfully) AND the DCs are redunkulously easy to pass, even considering that there are many ways to buff up reflex saves.

When you throw a grenade, you have to hit an ac of 5 within the first increment. You will pretty much always hit with grenades, unlike ranged weapons. Grenades will potentially hit several opponents at once as well.

plus there is that engineering feat (or was it an ability?) (cant remember which one) which lets you turned weapons into grenades. So old weapons you dont want anymore, are grenades you dont have to buy.


Nimor Starseeker wrote:


plus there is that engineering feat (or was it an ability?) (cant remember which one) which lets you turned weapons into grenades. So old weapons you dont want anymore, are grenades you dont have to buy.

Overload Weapon, a basic Mechanic's Trick. Perfect for turning all those useless laser pistols found on enemy gang members into bombs.

I've been trying to figure out a good way to do a Bombard Soldier/Mechanic build that takes advantage of this, but I have yet to come up with an efficient way of doing it.

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