Hi,
> I think that the separate roll to beat the AR would be a good solution.
> It would be a pain to roll an extra dice, but consider this:
> everyone usually chooses to roll with impact / explosion anyways
(this
> has the effect of halving the damage). Since they are already rolling,
> make the defending player roll a AR roll against their armour. The
two
> rolls can be made at the same time with different coloured dice to
speed
> up the process. If the AR roll is above their AR number, then POW!
They
> get a jagged piece of metal logged in their knee cap (or some other
weak
> part of their armour).
Sounds okay to me.
> What are your opinions on dodging explosives? If you make the dodge,
do
> you automatically take no damage? What does a missed shot do?
>
> The way I was playing before is that a missed shot, well misses.
A
> dodge, well dodges. Now that I think about it though. A person could
> be aiming a mini-missle at your feet instead of your chest. No matter
> what kind of fancy move you make, you could be caught in the blast
> explosion anyways.
My impression is that most people who throw grenades actually throw
it at
the "area" and not at the target. It's kind of silly to waste
the grenade
if you're aim is off by a foot or two, and there is no real benefit
to
trying to "hit" the target. If it is tough enough to need a grenade
the
extra damage (equivalent to a thrown rock) is not going to do anything!
If
it is just thrown into the area then there can be no dodge to avoid
it. You
may allow the targets one action to try to get out of range, instead
of a
dodge, which would depend on how quick they are, how much gear they
are
carrying that might slow them down, and what the terrain is like.
On the other hand, mini-missiles can be used either way. I'd recommend
that
for mini-missiles, if the attacker aims at the ground, treat it like
a
grenade, except it would be harder to escape because they explode on
impact
(I think) instead of by timer. However, if the attacker aims
at the target
and the target dodges, then it streaks off into the distance and has
no
effect unless there are things behind the target to stop it (wall,
hill,
other adventurers, etc). The only reason why you'd shot at the
target
directly and risk a dodge is if there would be some benefit that you
wouldn't get from shooting at the ground. I've a few ideas on
that benefit.
One is that the missile does some extra damage from the impact to whatever
it hits, separate from the explosive damage. I've also seen rules
for
missiles, I think it was online, where they listed two separate damage
ratings for missiles: one for a direct hit and one for just being
in the
area. I think the direct hit was higher than the listed damage
and the area
effect damage was what is listed in the books, but I could be wrong.
Does
this ring any bells with you? You may have seen something like
it online
too.
Cheers,
Lindharin