Ehh, not sure this makes any sense. Having higher skill should only impact the creation of explosives, not the use of them. If I find a grenade and throw it, my skill should determine where it lands, not what the grenade does when it’s not even in my hands anymore.
Granted in demolition skill is important, with shaping charges and whatnot, but we’re not really doing that. No amount of skill can make a grenade, whether thrown or launched, or a rocket, or a molotov, or whatever, ‘explode better’ after it is out of our hands. It is going to explode exactly the same way no matter who throws it. Where it lands is another story.
Personally I think we should just rename the Grenade Launcher skill to ‘Launchers’ and have it cover RPGs, grenade launchers, and anything in a similar vein. (I realize that RPGs and grenade launchers work on different principles, but it seems excessive to have an individual skill for individual weapons that are kind of hard to get your hands on and find uses for to begin with). It should only determine the accuracy/‘scatter’ of the center of the explosion. Rockets should tend to miss more parallel to the target:
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+ - Target
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… and grenade launcher misses should scatter in a basic circle.
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| + -----|- Target
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Explosion radius/damage should be determined entirely by the properties of the explosive being fired. I’m all for being able to make better explosives using either mechanics or chemistry(advanced cooking), but these skills are unrelated to the actual use of RPGs and grenade launchers.