TyrannisUmbra wrote:Er, not at all? I'm saying that exploding at the end of the round is what thrown explosives should have been doing in the first place.
It's unnecessarily complex, inelegant mechanically and not fun that way.
Just because this is a tabletop PNP doesn't mean it shouldn't behave like its source material, not that it shouldn't behave in a logical way. Most tabletop PNP games are actually /more/ realistic than other game genres. Tabletop PNP is an RPG most of all, and the people who play them tend to want their fictional gameworld to be believeable enough that it could be real with a small amount of suspension of belief.
I'd also like to say that the Fallout games aren't FPS games. FO3 and NV may look like FPS games, but they behave like an RPG at the mechanics level. The only things they really have in common with an FPS is that you can play in first person, and there are guns in the game. All the actual game mechanics are based heavily on traditional RPG mechanics much moreso than any FPS mechanics. The official genre of FO3 and NV is "Action RPG".
You have three conflicting objectives here: Fun, realism, and adherence to the mechanics of a first person shooter. While the RPG elements of the FPS are fun and fine and a reason for showing up, the action/timing part of this game functions a lot more like the turn-based Fallout 1 and 2. By trying to shoehorn real-time considerations into a turn-based game you're sacrificing fun for realism because the shooter mechanics told you to.
I'm of the belief that fun should always trump realism, and everything should trump emulating the gameplay of first person shooters.
While I agree that the game should be fun and balanced, it should not come at the cost of realism if at all possible. Realism is part of the fun and the appeal of both tabletop PNP games AND the age-old idea of the wasteland, and to some extent Fallout in general. If you have concerns about balance problems with low-level characters, then there is probably a way to fix it without needing to revert.
Think of this in terms of issues and solutions.
Issue: Low level explosive players are overpowered.
Solution: Nerf explosives. Preferably do this through an elegant mechanic that already exists in the system, like lowering damage, or interacting with the existing dodge mechanics.
Issue: Grenades are 'unrealistic' and should be easier to dodge.
Solution: Nerf explosives. Preferably do this through an elegant mechanic that already exists in the system, like lowering damage, or interacting with the existing dodge mechanics.
Issue: Explosives are unrealistically underpowered because we just nerfed them
Solution: Buff explosives base damage to compensate for everyone being able to dodge them now.
Issue: Grenades are 'unrealistic' and should be easier to dodge.
Solution: Create a complex timing problem that forces players to guess how many grenades it'll take to kill a guy each round and opens the door for readied actions to render grenades 100% ineffective, until level 6 where a perk becomes available to remove all of these questions - DO NOT GO WITH THIS ANSWER
EDIT: For what it's worth, if the grenade exploded on the thrower's
next round, and had a much higher base damage to compensate for almost always missing, I wouldn't have a problem.
I think you should also check out what uSea said. Thrown explosives have a tactical advantage as well when thrown, even if you don't hit anything with them. It's one of those things that comes with the archetype, and there's plenty of ways to play with it.
With ponies as fast as they are, and firearms as long range as they are, there is little tactical benefit to forcing a guy to move 15 yards in exchange for 25AP and 50 caps.
[s]]Edit: Or at least I swear uSea originally said something about tactically using thrown grenades (using them to flush ponies out of cover comes to mind as one thing), but it's not there anymore. Am I going crazy? Did someone else say it and I'm just confusing them?[/s]
Oh nevermind, I found it. Today's looking to be a failtastic day!
Edit 2: No Strikethrough, FoER? I am disappoint.
What uSea actually said was that grenades are already nerfed in order to make them a viable strategy for low level players. If you're going to nerf them again for reasons of 'realism' then you're going to have to give explosives a buff to make the game internally balanced.