Quote:
Originally Posted by Joseph Paul
Some of the Tri-Tac games ended up with a system like that taken a step further. Hit locations were blown up into 6x6 grids to determine exactly where the round hit and then you could find out if you hit bone, severed arteries, smashed organs etc. You could also just nick the shoulder.
One of the ways to make things like this work faster is that the aggressor throws multiple color coded dice to determine hitting, location, and damage. It gets pretty easy to read fast.
Joseph Paul
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A simpler way to do it, and one close to BRP is what the James Bond RPG did. In that game the damage a weapon did varied based upon the quality rating (think success level) of the shot. A good quality rating meat a hit tot he vitials for more severe effects (KILL, INCAPCITATE, HEAVY WOUND), while marginal quality rating hits were grazes and such and did less damage. This meant that while rifles were usually more damaging on average, a well placed pistol shot could be deadly. Great for a setting where the main character carries a .25 ACP Beretta.
The game even had a few options that could port over, like a called shot for more damage that increased the damage done, but at a penalty to hit (about half skill in BRP terms). The game also had an aimed shot option (took a turn, but shot at 1 1/2 skill), and the two options could be combined.
Something like 1 die, 2 dice, 4 dice for damage might do it.