Quote:
Originally Posted by Rurik
Actually, I just had a prety radical idea on weapon damage. What if the Damage die was based on Skill (or adjusted to hit chance) and then adjusted up or down based on the weapon/round used. This would account for placement by having higher percentage shots likely to do more damage.
It might work best with exploding damage dice, so even low percentage shots could kill. Or have specials and criticals boost the damage die a number of steps (3 on a Special, 5 on a Crit for example).
Something like:
01-20% 1d4
21-40% 1d6
41-60% 1d8
61-75% 1d10
75-90% 2d6
91-100% 2d8
100%+ 2d10
That scale is for example, it needs work (more possible results).
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I was thinking of something where either the number of dice varied by skill and or success level. So a good hit might be doing 3 or 4 dice damage, making a light weapon effective in skilled hands.
BTW, MAthematically it lloks like you are using about 1/10th the skill as the average damage modifer. THat matched up pretty well with the old chart from Strombringer, so you could use:
1D2
1D4
1D6
1D8
1D10
1D10+1D2 (or 2D6)
1D10+1D4 (or 1D8+1D6)
1D10+1D6 (or 2D8)
1D10+1D8
2D10
etc.