Quote:
Originally Posted by Plane
I like the approach of doubling the trained ST when looking at what Thrust should be, it deals better with low ST (1d6-6 and so on) for avoiding the problem of zeros compared to doubling the outcome of the standard thrust dice (same problem exists with shoving)
|
That does get rid of the zeros, but it feels like it make it TOO easy/fast to accumulate CP.
So given a Trained ST 11 and the following options you get:
BASE SYSTEM
CP = 1d-1 (avg 2.5)
QUICK AND DIRTY
CP = 5 (11/2 round down)
CRANKING IT UP
CP = (1d-1)*2, avg roll 4 - 6
DOUBLE TRAINED ST
CP = 2d (for trained ST 22), avg roll 7