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 | +1 | 1 | 1 |
14-15 | +2 | d3 | 2 |
16-17 | +3 | d4 | 2.5 |
18-19 | +4 | d6 | 3.5 |
20-21 | +5 | d8 | 4.5 |
22-23 | +6 | d10 | 5.5 |
24-25 | +7 | d12 | 6.5 |
26-27 | +8 | d12+1 | 7.5 |
28-29 | +9 | d12+d3 | 8.5 |
30-31 | +10 | d12+d4 | 9 |
32-33 | +11 | d20 | 10.5 |
34-35 | +12 | d20+1 | 11.5 |
36-37 | +13 | d20+d3 | 12.5 |
38-39 | +14 | d20+d4 | 13 |
40-41 | +15 | d20+d6 | 14 |
42-43 | +16 | d20+d8 | 15 |
44-45 | +17 | d20+d10 | 16 |
46-47 | +18 | d20+d12 | 17 |
48-49 | +19 | d20+d12+1 | 18 |
50 | +20 | d20+d12+d3 | 19 |
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.
Die Type | d6 Roll | Result |
---|---|---|
d2 | 1,2,3 | 1 |
4,5,6 | 2 | |
d3 | 1,2 | 1 |
3,4 | 2 | |
5,6 | 3 |