Grenade / Blast quality (mechanics)

By Jestermask, in Star Wars: Edge of the Empire RPG

On ‎1‎/‎6‎/‎2016 at 12:29 PM, Ghostofman said:

Just to keep your brain on track: Engaged is a more a sub-condition applicable within the Short range band, so calling it "adjacent" isn't really correct. You can have 10 dudes all engaged to each other without some kind of bizarre group hug going on.

Yeah and this is weird because a hand grenade produces casualties at up to 15 m (49.5 yards) so if you are standing by the "target" of the grenade you should get the blast too unless something take the shrapnel/concussion for you. I guess they didn't want grenades being so powerful so they made it primarily a targeted weapon, but it's kind of silly. I guess if Blast doesn't activate it went into a hole or over some furniture or something and only the one guy was actually close enough and exposed enough to get hit. That will be hard to describe in every instance though.

1 hour ago, Archlyte said:

Yeah and this is weird because a hand grenade produces casualties at up to 15 m (49.5 yards)   

Well I've noticed grenades in film and television seem to have a much smaller burst/lethality radius than real life. Combined with the issues grenades had in D20... I get it.

Casualty can mean a sliver in your butt. Kill radius is tighter and pretty much what engaged means.

You can't do the real world in an RPG all that realistically, particularly Star Wars.

Yeah I didn't put the kill radius in that was my fault. Listed as 5m for an M67. I think they should have made the blast damage lower but with a farther range, and had the actual damage apply to anyone in the engaged range. Grenades are weapons of war.