My GM is getting on my case about the Grenade rules. I think he wants to put in some custom rule to nerf the existing rules, and therefore take away my character's ability to throw Smoke Grenades (which seems like a silly thing to nerf anyway). All the book says about grenades is:
"Because of their shape and method of delivery, grenades will scatter, bouncing and skittering across the ground. The better the throw or launch, the less the scatter. Resolving a grenade attack is a two-step process. The first step determines where the grenade ends up (and where it will explode) in relation to the target. The second step resolves the effect of the grenade's explosion."
So, the steps to seeing how this happens are:
1: Determine the intended target and make a Success test.
2: Determine the direction of any scatter.
3: Roll 1d6, 2d6, or 3d6 depending on the type of grenade and reduce that number by the number of successes your skill generated.
"If the scatter distance is reduced to 0 or less, the grenade detonated at the target. Otherwise, the grenade detonates at the remaining distance in the direction indicated."
So, the way my GM reads this is that if no successes are generated, the grenade should be able to miss by so much that its effects aren't felt. What I think is that if no successes are generated, it's going to miss by 1-18 meters and that this accurately represents how hard it is to land a grenade at the target. Is there some other way we should be looking at this? Maybe an extra rule in a supplemental book?