Francois
2003-10-08 16:08:19 UTC
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
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