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Old 06-12-2013, 01:08 PM   #29
martinl
 
Join Date: Jan 2006
Default Re: Bell Curve on 1D6 [math]

Quote:
Originally Posted by Pmandrekar View Post
MOS = damage
I go back and forth on MOS=damage.

On one hand, it is satisfying to know that a big MOS on your hit means high damage. Whiffy crits in GURPS are particularly unsatisfying.

On the other hand, GURPS RAW assumes that trade offs between skill and damage come in as voluntary choices before the hit roll, not as side effects of the MOS. If you change that, a lot of ground shifts under existing rules and rules interactions. I'm not sure how bad it would be, or even if it would be bad at all, but it is a fundamental change.

Here's one proposal:

For 1d6+Y damage, use the middle value of 1d, 1d, and your MOS as the D6 roll.

For Xd6+Y where 1<X<4, replace one of the dice with your MOS (or 1 if MOS=0, 6 if MOS>6).

If X>4, dome some sort of divide - roll - multiply thing.
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