
WatersLethe |

I've had a similar situation. In the moment I would have it deal double to the player and none to their party.
I think this is a good candidate for a play by ear thing, since a general rule might not be satisfying in all cases. Depending on the number of damage dice and damage type, ect.
A frag grenade might do a lot more to the player and still some to their team while something like an alchemist's fire might just have the player take all the splash damage in addition to the normal main damage. I don't think your players will mind if there's nothing written down, so you can have freedom to increase or decrease severity if they start making a habit of it.
The Vanguard had an explicit ability in the playtesr but I don't recall if it went through.

The Artificer |
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For the heroic PC I would give them an automatic critical with no Ref save for half (2x damage and a draw from the critical hit deck.). No damage to anyone else.
If a heroic NPC jumps on the grenade they die.
I would do most of that, however Instead of the Crit deck I would give all of their equipment the broken condition.
Great idea by the way, can't wait to use it at my table.