There's a follow-up idea, but let's do the math first. Here are our current stats for Close Combat weapons:
Code: Select all
Hand Weapon Use:2 Dmg:1d6
Heavy Weapon Use:3 Dmg:1d6+2
2H Weapon Use:4 Dmg:2d6
Minifig Tool Use:3 Dmg:1d6-1
Random Object Use:4 Dmg:1d6-2Code: Select all
Hand Weapon Use:2 Dmg: 1 die
Heavy Weapon Use:3 Dmg: 1 die +2
2H Weapon Use:4 Dmg: 2 dice
Minifig Tool Use:3 Dmg: 1 die -1
Random Object Use:4 Dmg: 1 die -2The orange line shows the current standard probabilities for killing somebody with different d6-based damage ratings, and the other lines show what happens if you switch to different dice.
The effect is exacerbated when you take weapons' Use ratings into account, since the units whose higher Skill lets them do more damage also makes them more likely to hit:
This makes Heroes and Officers feel appropriately more lethal in Close Combat, and incompetent units appropriately less so.
The follow-up idea is to make it a single roll, so that the successful skill roll automatically becomes the first die in the damage roll. I haven't run the exact numbers on this second idea yet, but this improves lethality even more, since it eliminates low rolls from the damage results, and eliminates critical failures on damage entirely (while still preserving them for the initial attack roll). Under this follow-up system, a successful hit with a Heavy or 2H weapon is almost always a kill, because you have to roll so high to hit in the first place.





