Randomised Strength Modifiers to Damage

NOTE: After a brief period of experiment with this system, I've decided that it doesn't add enough to the game to make the additional complexity worth while.

STR:STR
Modifier:
Add to
Damage:
Average
Damage
Modifier:
12-13+111
14-15+2d32
16-17+3d42.5
18-19+4d63.5
20-21+5d84.5
22-23+6d105.5
24-25+7d126.5
26-27+8d12+17.5
28-29+9d12+d38.5
30-31+10d12+d49
32-33+11d2010.5
34-35+12d20+111.5
36-37+13d20+d312.5
38-39+14d20+d413
40-41+15d20+d614
42-43+16d20+d815
44-45+17d20+d1016
46-47+18d20+d1217
48-49+19d20+d12+118
50+20d20+d12+d319

In an attempt to add to the uncertainty of combat, a system of randomised Strength Modifiers can be used instead of the official constant modifiers. It's a system which has been used elsewhere (in the Earthdawn game, I believe).

The exact modifiers can be found in the table to the right.

The advantage of a randomised system is that it removes the certainty that a blow from a very strong combatant will always do a certain minimum amount of damage. The average damage modifier in most cases will be fractionally lower, but it also provides the potential to do more damage than usual, with a lucky shot.

Notes:

  1. A d2 and d3 must be simulated using a d6:
    Die Typed6 RollResult

    d2

    1,2,31
    4,5,62
     

    d3

    1,21
    3,42
    5,63
    If everyone uses this same mechanism for determining a d2 or d3 result, there can be no confusion.
  2. The modifier for STR cannot more than double the unmodified maximum weapon damage.
  3. Note that the adjusted damage maximum is for a normal blow, not a critical hit.
  4. A blow from a very weak combatant works exactly in reverse, with the randomiser die result subtracted from the damage instead of being added to it. A successful blow will always inflict at least 1 point of damge, regardless of modifiers.