So assuming I roll a 6 for damage and a 2 for number of people…I would just focus all my damage to one target. and if I am doing the tri-burst grenades…it can be a slow down point at the table as the player tries to distribute his 18 points of damage in the most efficient way possible. after it rattling in my brain my brain I really like the interposition of D6 Vs D4…default is d6 damage to D4 people in a close area…but you can do D4 damage to D6 people in a close area…
For larger than normal people, tanks and such…a tank or an ogre who has more hearts in due to size…they can take that damage per heart or per 2 hearts, i’d let the players know per creature…grenade on an Ogre, or a swarm… D4 is number of hearts, D6 is damage per those hearts. and with a natural crit…you can augment the D4 to D4+d12 or the D6+d12 players choice…both would be devastating, but not game changing per say.
anyway, I’m thinking this might be how I deal with area effect damage going forward…hell I might be generous and say you can default to a 2 for numbers or roll a D4, 3 for a D6 and 4 for a D8…
Or close area= D4 numbers affected
near area = D6 numbers affected
Far area= D8 numbers affected
but you can exchange effort for number of those affected if you wish, before the roll or if the dice match, just roll them and choose.
I like it cause it’s elegant. 2 rolls and it is limiting the silly damage they can do but provides a lot of flexibility. also I don’t typically break out the measuring devices, unless I think someone is being silly or constantly trying to get a little advantage.
The only complaint on it is it is limiting Area Of Effect effort. But in my view, It allows more AOE effort cause I’m more willing to allow it in my games. everyone wants to run AOE damage weapons??? why not!!! just have reload or recharge times…1D4 effort per turn
It might not be what players want at all, but I think it covers a lot of bases, and seems to fit. something like an RPG or anti armor rocket (single target explosive)…D6 damage…to 1D2~1d8 hearts…depending on how the enemy is built, a swarm hit by an anti armor rocket would be 1d2 hearts, against a human sized robot with 5 hearts…d6 hearts seems appropriate. and D6 for damage… 2 players hit it with anti armor rockets and it might be toast. Right tool for the job and all that.
Simple, elegant, flexible as hell, and not really over powering, not a total NERF as a miss with an AOE still hits one target for 1/2. I don’t have to make 10 saves every time they attack my swarm of goblins…
we can stop counting ammo except for tri-burst attacks or other silliness. A tri-burst forces a reload.
players will be adding +1s to weapon damage ASAP…getting their weapon/grenade damage to over 10. instead of other improvements.
Choose your own way. I’m a bit too enamored with this at the moment to see all the downsides it probably has.