Southernskies wrote:
Sound more like something better handled by a weapon die bump (+1 die bump for each additional explosive).
Once you get above d12, the weapon die goes up quite fast.
Interesting idea. How exactly would you handle that? I'm having trouble seeing the steps. Here are a few example scenarios I'm struggling with:
Scenario 1: There are 4 grenades/bombs/whatever planted in an area as a trap. The grenades have Material Strength (MS) 15 and 1 Hit, and will explode for d10 when destroyed. The enemies (Fortitude 20) have been lured into this area, and a Hero lobs an Energy Burst into the area to (a) damage the enemies and (b) set off the grenades. So, the sequence of events looks like:
1. Energy Burst. Roll attack. Player rolls 22 to hit. Enemies are hit. I assume grenades are hit too.
2. Hero rolls damage. Between damage and plot dice, the Hero rolls up 17 points of damage. Enemies do not suffer massive damage, but grenades are destroyed.
3. Grenades explode.
4. Grenade damage - several questions:
Q. Can the grenade damage add (via Team Attack) to the Hero's 17 Energy Burst damage?
Q. Does each grenade add to the total? Or are they applied sequentially?
Q. In Southernskies' "die bump" application (above), how is that working? d10 becomes d12 becomes d12d4 becomes d12d6? Or what?
Scenario 2: There are 4 grenades/bombs/whatever planted in an area as a trap. The grenades have MS 15 and 1 Hit, and will explode for d10 when destroyed. The enemies (Fortitude 20) have been lured into this area, where two heroes want to take them out. The first hero fires a bullet at one grenade and hits it for 10 (not enough to destroy it). The second hero then Team Attacks the grenade with an Energy Burst, dealing 12 damage to everything in the area. The combined damage is enough to destroy the grenade. The sequence of events then looks like this:
1. Bullet hits grenade #1 for 10 damage.
2. Team Attack Energy Burst hits grenade#1 and everything else for 12 damage.
Q. Does the combined 10 + 12 damage destroy the grenade? Or do items and MS not work that way?
3. Assuming the combined damage destroys the grenade, Grenade #1 explodes for 7 damage.
Q. Can the 7 damage from Grenade #1 add to the 12 damage from the Energy Burst to damage the enemies and also to damage the remaining 3 grenades, such that the remaining 3 grenades now also explode?
4. Assuming the combined damage allows Grenades 2-4 to explode, they go off.
Q. Does their damage stack with the Energy Burst and Grenade #1?
Curious how to handle this kind of thing, and whether (and how) Team Attack applies to this kind of daisy-chained trap setup.