You are all talking about attacking with grenades, how much they can scatter if you don't get 3 success and how much damage it can stack up if you use multiple grenades (or confined space).
But... I have not seen much talk about
defending against explosives
(described on p.190 and the table on p.189).
Defense modifiers table p.189
situation dice pool modifiers
================================ ===================
<<...cut...>>
Defender running +2
Defender/Target has Good Cover +4
Defender/Target has Partial Cover +2
Targeted by area-effect attack –2
Targeted by an Area-Effect Attack p.190
Dodging explosions is not as easy as it seems in the
movies. Apply a –2 modifier when trying to defend
against weapons like spells, grenades, rockets, or missiles
with a blast or area effect.
From this written rule on how to defend against explosives it is very obvious that the defender
do get to roll dice to doge an explosion... There is no indication that the defensive roll should be using anything else than a the normal Reaction + Intuition [+Willpower if Full Defense] Roll so this is what we have to assume is true for this roll as well.
1) Do rules contradict each other
2) Did we read something wrong
3) Are we missing some important rule
If 1) - then we need clarification.
- Is the rule for explosions correct and the rule about dodge wrong
- or is the rule about dodge correct and the rule a bout explosives wrong.
If 2) - does the text as written on explosives leave a window open for a dodge test to be taken after all
- or is the text 100% stating that the opponent does not (never) get to roll a defensive roll to avoid the explosion?
If 3) - what could that rule be? Suggestions?
Just throwing this out, see where it lands:
Suppose that hits from the attack roll is used both for reducing scatter and as a threshold for the defense roll(with a minimum required hits of 1 and with a defense modifiers of -2 because of the area-effect attack)
the other modifiers probably apply as well (i see no rule and no reason why not).
+2 for already being in partial cover make sense when avoiding the blast
+4 for already in good cover make sense when avoiding the blast
+2 for already running make sense when avoiding the blast