I looked around a bit to see if there was already a thread about this but didn't find much with a quick search ...
Has anyone had any luck converting the damage decks into a dice system?
I had messed around with it briefly a while back to help those players in our group that only bought minis (and didn't have damage decks). We tried a few different systems, some pretty complicated (not what I wanted), some using percentile dice (was more like using the deck, but the reference chart was a bit much), and finally one that uses a d10 roll for damage and then a second, conditional d10 roll for effects. The last one was much more streamlined (everything was a bit easier to remember without having to go to charts) but the odds of hitting a certain number or effect were further off from pulling from the deck. Of course the other issue was that it's a bit harder to keep things secret, but some sacrifices had to be made I suppose. It looked something like this (for the "A" deck):
1st D10 roll
1 .......... 0 damage + attacker jammed
2 – 3 ..... 0 damage
4 - 5 ..... 1 damage
6 ......... 1 damage + re-roll
7 - 8 .... 2 damage + re-roll
9 - 10 ... 3 damage + re-roll
If 6 or higher, re-roll for effects:
1 .......... attacker jammed
2 - 3 ..... no left turn
4 - 5 ..... no right turn
6 .......... smoke + 1 damage
7 .......... + 2 damage
8 .......... fire
9 .......... pilot injured
10 ........ engine damage
The explosion was left out since the chances of double engine damage and double pilot injury go up a bit, and since our group isn't crazy about explosions to begin with.
Anyways I realize there will never be a perfect transition from decks to dice, but I'm wondering if anyone has any suggestions or has a better system.
Thoughts?
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