SableWyvern said:
Now you're pretty much right back where we started. :wink:
Almost
You could also use the difference between what you need to hit (if it's positive) to damage that penetrates
if it was an aimed shot. It has no effect if it doesn't or it wasn't aimed. You can put the same 6 limit on this as per skills.
For example, Dead Eye Pete fires an aimed shot from his autopistol at Dave the Deadman and rolls a 6 for damage, a 3 for effect and gets 4 more than need to hit. He gets a solid hit for 13 damage; Dave's going down. Dave's mate, Lucky Louis squeezes off a round at Pete, and gets just what he need to hit. He does however roll a 12 for damage and a 6 for effect which promptly blows Pete into the weeds.
For example, Rolling 3d6 with his assault rifle our hero gets 17 damage, a 5 on his effects die and rolled a 14! (with mods obviously). Whoot!!!
Unfortunately, his target is in TL14 light combat armour with an AV of 22; proof against most gauss rifle round let alone a low tech assault rifle. The damage is 22; same as the armour and fails to penetrate.
SableWyvern said:
For high-damage weapons, xd6 is not much different from a fixed damage value (if you're rolling 6d6, your damage is going to be within a point or three of 21 the vast majority of the time). For low damage weapons, your more varied but low-valued spread is going to be overshadowed by the result on the Effect die, thus making skill the primary variable effecting damage.
It probably is though.
You could add the difference between what you need to hit and what you rolled to damage as well. A random hit from a pistol bullet might kill you, a random hit from a gauss rifle is likely to kill you but a 9mm to the left eye most definitely will.
The dice method though does give the possibility of high as well as low rolls though and bring in much more unpredicability.
From a game point of view, I find that players like adding up dice for damage but aren't so keen on adding up modifiers and flat damage values.