Jumping on a grenade


Rules Questions


Hey hive mind! what sort of rules or effects have you used for a player character who wanted to jump on a grenade to lessen the effects for those around them? Had someone try this on me and had to come up with something on the fly.

Thanks!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

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.

Acquisitives

I would go with something like "Max damage to the player who jumps onto the grenade, no (or min) damage to everyone else".

This is a very heroic act and I would reward the player for it in some way.


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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.


Pretty sure there's some sort of grenade attractor armor upgrade that sucks in all the effects on you for something like double damage.


I'd probably run it the same as that armor upgrade only requiring a reaction and enough remaining movement since your last turn to get to an adjacent space.

If you've been moving and attacking or full attacking you don't get a free 10-20ft of movement just to jump on a grenade.


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Hawk Kriegsman wrote:

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.


For this I would go for:
-a maximized critical hit
-no saves-
-everything gets the broken condition
-You save your friends.

You are saving your friends and this is self sacrificing move!


Given the puny damage of grenades would you really bother?

Overpriced and underpowered


You get no save and max damage

Your friends get +4 to the save and evasion, or imp evasion if they already have evasion (if you already have improved evasion and still can't make the save the dice gods were calling you home anyway)

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