Discussion:
Flash-Bangs: Too powerful?
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Francois
2003-10-08 16:08:19 UTC
Permalink
From UT2:

If a character is within 10 feet of a flash bang (without eye or ear
protection), he must save against HT-5 to avoid being stunned. The rules
text states that the "same roll" must be made each turn to recover.

While I agree with the initial HT-5 save, it seems to me that saving against
HT-5 makes the flash-bang too effective. In real-life, a character is
typically incapacitated for only a few seconds (2-3 turns). In a GURPS game,
it would take longer.

Please clarify for me! Thanks!

-Francois

GURPS Prime Directive Online,
http://webpages.charter.net/zHappyMedium/GPDCampaign
David Johnston
2003-10-08 18:12:06 UTC
Permalink
Post by Francois
If a character is within 10 feet of a flash bang (without eye or ear
protection), he must save against HT-5 to avoid being stunned. The rules
text states that the "same roll" must be made each turn to recover.
While I agree with the initial HT-5 save, it seems to me that saving against
HT-5 makes the flash-bang too effective. In real-life, a character is
typically incapacitated for only a few seconds (2-3 turns). In a GURPS game,
it would take longer.
Please clarify for me! Thanks!
Well I agree with you and suggest you change the rule.
unknown
2003-10-08 21:22:53 UTC
Permalink
Here's what I propose to "fix" the flash-bang. Please chime in with your
comments, corrections, suggestions, etc.:

-----

Any character within 10 yards of a flash-bang (I mistakenly said "feet" in
my original post), must save against HT-5 in order to avoid the effects of
the flash bang. Characters with eye or ear protection save against HT-2;
characters with both save against HT. Success indicates that the characters
are unaffected by the flash-bang, and a critical failure means that the
character can not begin making recovery rolls for 5 turns afterwards.

In the rounds following the flash-bang discharge, the character must succeed
at an HT roll with a penalty of one less than the previous turn. The penalty
can never be reduced to less than zero. Thus, a character who failed a roll
against HT-5 for the flash-bang discharge would roll against HT-4 the first
recovery turn, HT-3 the second, HT-2 the third, HT-1 the fourth, and HT the
fifth and subsequent rounds (until she succeeded at a roll).

-----

Francois

GURPS Prime Directive Online
http://webpages.charter.net/zHappyMedium/GPDCampaign
Post by Francois
If a character is within 10 feet of a flash bang (without eye or ear
protection), he must save against HT-5 to avoid being stunned. The rules
text states that the "same roll" must be made each turn to recover.
While I agree with the initial HT-5 save, it seems to me that saving against
HT-5 makes the flash-bang too effective. In real-life, a character is
typically incapacitated for only a few seconds (2-3 turns). In a GURPS game,
it would take longer.
Please clarify for me! Thanks!
-Francois
GURPS Prime Directive Online,
http://webpages.charter.net/zHappyMedium/GPDCampaign
Wolfie
2003-10-10 05:01:31 UTC
Permalink
Post by unknown
Any character within 10 yards of a flash-bang (I mistakenly said "feet" in
my original post), must save against HT-5 in order to avoid the effects of
the flash bang. Characters with eye or ear protection save against HT-2;
characters with both save against HT. Success indicates that the characters
are unaffected by the flash-bang, and a critical failure means that the
character can not begin making recovery rolls for 5 turns afterwards.
In the rounds following the flash-bang discharge, the character must succeed
at an HT roll with a penalty of one less than the previous turn. The penalty
can never be reduced to less than zero. Thus, a character who failed a roll
against HT-5 for the flash-bang discharge would roll against HT-4 the first
recovery turn, HT-3 the second, HT-2 the third, HT-1 the fourth, and HT the
fifth and subsequent rounds (until she succeeded at a roll).
Sounds alright. But I suggest having a crit failiar knock them out.
unknown
2003-10-10 18:28:12 UTC
Permalink
Oops, forgot to put those two cases in:

On a critical failure against the initial blast, or any of the recovery
rolls, the character is overcome with pain and confusion due to the
flash-bang. Recovery rolls do not start or continue until after a five-round
delay. (This mimics the original critical failure rules.)

On a critical success, the character recovered remarkably well, and can take
an immediate action. (This allows for friends and enemys alike a chance to
"reverse the surprise" of a flash-bang. You think you have a helpless enemy.
You're wrong.)

-Francois

GURPS Prime Directive Online
http://webpages.charter.net/zHappyMedium/GPDCampaign
Post by Wolfie
Post by unknown
Any character within 10 yards of a flash-bang (I mistakenly said "feet" in
my original post), must save against HT-5 in order to avoid the effects of
the flash bang. Characters with eye or ear protection save against HT-2;
characters with both save against HT. Success indicates that the characters
are unaffected by the flash-bang, and a critical failure means that the
character can not begin making recovery rolls for 5 turns afterwards.
In the rounds following the flash-bang discharge, the character must succeed
at an HT roll with a penalty of one less than the previous turn. The penalty
can never be reduced to less than zero. Thus, a character who failed a roll
against HT-5 for the flash-bang discharge would roll against HT-4 the first
recovery turn, HT-3 the second, HT-2 the third, HT-1 the fourth, and HT the
fifth and subsequent rounds (until she succeeded at a roll).
Sounds alright. But I suggest having a crit failiar knock them out.
Mark Space
2003-10-12 06:55:26 UTC
Permalink
Post by unknown
In the rounds following the flash-bang discharge, the character must succeed
at an HT roll with a penalty of one less than the previous turn. The penalty
can never be reduced to less than zero. Thus, a character who failed a roll
against HT-5 for the flash-bang discharge would roll against HT-4 the first
recovery turn, HT-3 the second, HT-2 the third, HT-1 the fourth, and HT the
fifth and subsequent rounds (until she succeeded at a roll).
Hmm, ok but I perfer not to use so many rolls. Something like "the
character is stunned for a number of rounds equal to half the amount by
which the roll was missed, rounded down." So if your HT is 10, and you
roll a 10 against (10-5) = 5, you missed by 5, divide 5 by 2, gives 2.5
rounded down to 2.

All depends on what you want I guess.

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