Except the outside has these things called "alleys" and "building walls" which are strong enough to withstand grenade blasts. Not to mention that while damage is up, the blast dropoff hasn't changed, which not only increases the distance you'd have to be away from each other for "it can only take out one of us", but also makes it easier to get the enclosed space rule. As an example, if a frag grenade explodes 2m from you and 4m from a single wall (12.12% of blasting a hole in a brick wall, 0.35% chance if it's concrete), that's 24P/+5, which with 12 Armor and 5 Body results in a 70.57% of dropping you even with using Edge for a reroll.
And if you're ducking down alleyways (otherwise known as lovely killzones where anything from grenades to combat magic to automatic weapons on suppressive fire can lay waste to you) then you deserve what happens. Not to mention all the other potential problems of getting through alleyways, like dealing with a feral ghoul looking for a snack, or the chiphead desperate for a fix, or...
Are there times when you should risk going through alleyways? Sure. Is it a risk, especially when someone is trying to kill you? Yes. This plays into the whole 'situational awareness' thing I was talking about. Don't put yourself in positions where you're easy to take out. That's just basic.
As for your numbers, 24P/+5, with a 12 Armor and 5 Body means you're rolling 22 dice to resist. On average, you'll get 7 hits, with just your normal dice. That drops things to 17 damage. Rerolling failures with Edge gives you 15 dice to roll, which gives you an average of 5 more hits, dropping things to 12 damage taken. Without counting things that give extra boxes on your condition modifier, that puts you at one overflow. Down, but not dead yet. All it takes is a bit more luck with the dice than simply getting 1/3 of the dice rolled coming up hits, and you're still up, even if you're in a drekload of pain. And all this without counting things that increase your body for terms of resisting damage, getting better armor, and so on. And really, if a grenade goes off 2m from you, you ought to be dead.
Here's the thing. Shadowrun isn't a 'nice' game world, like D&D is. It's no Paranoia, but it is a game world where you can die in an instant if you play your cards wrong, and the dice gods hate you. Which is why smart, paranoid runners are the ones who live longest. They practice situational awareness, avoid making (living) enemies as much as possible, and work hard to rectify the situation if they do make enemies (one way or the other). Is it nice that grenades can kill you if you aren't prepared? No. Is it fair? Yes. Everyone's in the same pot, afterall.
I dislike the idea that using grenades must be, as a virtue of their OPness, used as a punishment against players ("you deserved it"). Shadowrun has plenty of ways to steer teams toward death and destruction, but few of them cost only 100n and can be bought by the crate-load at chargen. Anyway, using grenades as some sort of punishment is silly, because you'll just encourage players to tromp around with a sack full of grenades next time, and so both sides have to deal with this anti-fun, no-dodge-roll mechanic.
I could not agree more. Something like grenades should be a "you deserve to die, so die". Grenades are a way to provide AOEs to mundane characters, and shouldn't be a "you die now" in most cases. I see grenades as a tool, like any other weapon, and it shouldn't be any more restricted then the restriction and cost implies. Why should I only use grenades when they "deserve it"? Grenades should be used when it makes sense to use them, which would be quite common in the average shadowrun.
Only if you're doing the pinkest of Pink Mohawk runs. Grenades and explosives (as well as AOE combat magic) are indiscriminate bastards that can easily frag your buddies as well as the people you are trying to kill, not to mention the fact that you end up scrapping your own stuff, and drawing way too much attention to yourself. That is the kind of thing that makes corps more likely to put together reprisal teams to find you, and makes your contacts stop talking to you because you're just too hot. Sure, you can get away with some of that stuff out in the Barrens, and anything goes in feral cities, but even then, having that kind of thing brings you to the attention of the local powers that be, as well as anyone who thinks that shanking you in the men's room at the club might be a good way to pick up some sweet toys. Are there times on a run when grenades would be useful? Of course. But explosions tend to bring in HTR and worse, rather than the usual corpsec.
A common shadowrun is not about leaving a swath of destruction in your wake, but in getting in and getting out without leading all of Ares to Mr. Johnson's door.
Also, when exactly does it make sense for NPCs to use grenades?
- Rookie ganger with something to prove.
- Guards that are stationed outside the building (concrete walls have 32 soak dice and can withstand 11 damage without getting a hole in them).
- Guard that likes to go dynamite-fishing in his free time, but doesn't have access to dynamite since that book isn't out yet.
- Gangs in the Barrens.
- Police in the Barrens.
- Robbed-twice-before shopkeeper in the Barrens.
- Sadistic gang lieutenant that likes to play fetch with his dogs using grenades.
- "Their insurance will cover it" SWAT team.
Yeah, not sure about all the items on that list. In fact, not any of them.
Rookie ganger - Sorry, but no. A ganger with something to prove doesn't use grenades. That's not proving anything. They use a bat, or a gun, or their fists. That proves their skills, and why they deserve their spot.
Guards stationed outside a facility - Just because the grenade won't damage the walls doesn't mean there won't be damage to clean up, and explosions attract attention, in this case in the form of news and possibly the Knights depending on the ranking of the corp and how close they were to the property line or how many non-corp citizens might be in the area. Using grenades in a populated area is a PR nightmare. Now, if you're out in the middle of nowhere, that's another story, especially if you're talking Zero Zone levels.
Guard that goes dynamite fishing in his spare time - No. Just no. The guy would be fired, without question, if he started bringing his 'toys' from home to work and used them on the job. That's the kind of thing that gets you labeled as a security liability, not for the least reason that you might get taken in by the Knights going to and from work.
Gangs in the Barrens - Gangs still have stuff, and most of them don't like causing explosions on their turf. Not only because it damages their stuff, and potentially kills people they could get protection money from, but also because it attracts too much attention. Oh, I'm not talking about the Knights, though that's possible. I'm talking about other gangs, or, worse, syndicates. Even the Halloweeners are more likely to throw molotovs than actual grenades, and bullets are cheaper than grenades.
Police in the Barrens - What police? If the Knights are going into the Barrens, then there's a major operation in the works, which means there will be cameras. So flash-bangs and smoke are the limit, because even blowing up SINless is bad PR if people see it on the evening news.
Robbed-twice-before shopkeeper - And why would he blow up his own store? Especially with him in it? Did you even think about these before putting them down? The shopkeeper isn't going to reach for a grenade, but for a shotgun or assault rifle, which is more than enough to intimidate most gangers.
Sadistic gang lieutenant - Guy won't have dogs for long. But I hate to tell you, a true sadist wouldn't go for grenades, or anything else that kills quick. A sadist enjoys inflicting pain, not killing. A psychotic enjoys killing, and even they usually have other methods they prefer than grenades. There just isn't the same satisfaction as there is with a blade or a gun, making the person beg.
SWAT - No. Just no. Live grenades are NOT part of the SWAT playbook, sorry. Only time SWAT uses explosives is when they need to be on the other side of a wall in a hurry, which is why they have things like det cord and cutting charges. Then you throw in some flash-bangs and storm the place. This is the same problem as with your Police example above. SWAT will put down people who resist, sure, but their job is to try and get arrests, which not only make good PR, but also provide potential information about what the criminals were doing. SWAT may throw flash-bangs, tear gas, and smoke grenades like party favors, but HE or frag grenades? No.