Originally posted by Sigg Oddra:
and there are loads of ways to make it even more complicated
Oh, joy...
OK, robject asked me to give a vote here. I have to say its a toss-up between Strikerish and MT-ish. I want to see 3 things:
1) Penetration values. It shouldn't count for/against hitting, but I would concede that in an otherwise elegant/easy/fun/realistic system. It (penetration v armor) should subtract from damage, but I'm not sure if it should subtract dice or points. It depends to a great deal, I suppose on the numbers involved: if Gauss rifle v Combat Armor reduces damage by 5 and a Gauss does 2D damage, ok for points; if it reduces 5 and a Gauss does 6D damage, points would be a little, well, pointless. I suppose another solution would be if Penetration > Armor, no reduction. But that is not necessarily realistic. (And, I agree w/ Zakrol that Sigg's idea could give some wierd results - sorry, Sigg.)
2) Roll to hit should give
some measure of damage advantage for really GOOD rolls. (I suppose
good is relative the side of the muzzle you are on....)
3) Some charts are inevitable, as you can't realistically hit a penny at 1000 yards with a body pistol (well, you can't really hit
anything at 1000 yards w/ a body pistol...). And, some armors DO have different effects against different weapons. I don't mind range bands for weapons (on your char sheet) and penetration numbers against various types of armor (again, on your char sheet). If you have a munchkin, that's ok - it's up to him to maintain all his different weapons on his char sheet!
So, I guess it comes down to:
Roll to hit (range, skill, attribute/2-4, aids)
Roll for damage (penetration v armor,
REALLY GOOD or
REALLY BAD to hit rolls, STREN/2-4 for Melee weapons?)
Damage is allocated to stats with gruesome description by the referee (Sigg)
What is this T4 I keep hearing about?
Did that sufficiently muddy things, robject?