Strangely, this idea matches well with a BRP variant I am working on.
I was thinking of setting the damage bonus by Damage Class (DC) set atv (STR+SIZ)/5, and then adjusted by weapon. The damade die being about twice the DC, so a DC 5 attack does 1D10 and so on.
Weapons would give a shift up or down.
While my variant was using special and critical success to kick up the damage, there is nothing to prevent this for working with Rurik's idea. Basically for each 20% of skill or so could be worth a damage die shift.
IF we wanted more room to bounce up the damage dice, we could even go with HP=STR+SIZ instead of the average, allowing us to double most of the damages.
So if we wanted a broasdword that did 1D8+1 in RQ3, and we wanted to incoprate skill (with double normal HP), we could use:
[STR(10)+SIZ(13)]/5 =DC 5 (1D10)
Broadsword +0
50% Skill =+3 DC
=DC 8 for 1D10+1D6 or 2D8
Just an idea....
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