I've always been a referee put off by rolling large amounts of dice at a time during a gaming session. I noticed the potential for large amounts of damage dice rolling in T20. Imagine a squad of Imperial Marines attacking the party with FGMP-15's rolling 9D20's for EACH attack. Below is my proposal based on a system I developed for Twilight 2000 with the same problem.

DICELESS DAMAGE SYSTEM

Each weapon has a base damage according to the table below. When a "hit" is scored, compare the adjusted number rolled to the defense of the target. Add the difference in the attack roll and defense to the base damage of the weapon. Criticals are resolved the same as before. Example: Attack bonus +6 shoots at Defense 18 with weapon of base damage 5. Attacker rolls 16 + 6 = 22. Damage is 9 (base 5 plus 4 for 22 - 18).

Armor Reduction (new to me in d20 only played Modern and D&D before)I yet have to work out but could actually be simpler with a diceless system: AR reduces the damage by the AR#. At first glance the AR's listed may need to be increased (doubled?) in order to keep the system on par with the diceless one. I may need help here with what to do since AR is new to me in d20.

1d4 = 1

1d6 = 1

1d8 = 2

1d10 = 2

1d12 = 3

2d6 = 3

1d12+2 = 4

2d8 = 5

3d6 = 6

1d20 = 6

2d10 = 7

2d12 = 9

3d8 = 10

4d6 = 10

3d10 = 12

6d6 = 17

6d12 = 35

7d12 = 40

8d12 = 50

7d20 = 70

9d20 = 90

First the "-'s" of this system:

1. Less min. and less max. damage. Extremes are lost. This is most notable in high damage weapons.

2. A few weapons with very similar damage (1d8 and 1d10) have the same damage in this system.

3. Very low end damage weapons (1d4) do more damage on average then with dice rolling damage.

Now the "+'s":

1. Less rolling. No damage dice to roll. After a hit, you will only have to roll again if you need to check for a critical.

2. How well an attacker "hits" affects damage. No cases of an attacker barely hitting for max. damage or rolling 10 over what is needed but only inflicting min. damage.

3. The attacker's skill with the weapon indirectly affects damage which makes sense. A very skilled attacker shooting at a low defender will do more damage on average with the same weapon then a lowly skilled attacker shooting at a high defender.

Not sure if this is a flaming board, but please don't burn me unless you have more "-'s" to add by giving constructive criticism. A similar system worked well in T-2000 but I haven't tested it with T20 yet which is new to me. The table above only has damage listed for personal weapons and explosives. I can work out the math for starship and vehicle weapons if someone likes this idea. I also have the numbers for d20 Modern weapons of anyone is interested.