I started with the Gamma World combat tables but then remembered that they never made sense to me. A couple of hours later, they made more sense. The original designers combined damage and penetration into one chart, but that made a comparison of the efficacy of various weapons pretty murky. They also had the best AC as 1 and the worst as 10, which again, never made much sense to me. So, I reversed the ACs and made 0 the worst and then they improve from there. Weapons are broken into 5 categories:
- Slicing and Crushing: Swords, claws, and things. Good against unarmored or animal foes. Bad against high AC.
- Piercing (and slug throwers): About the same vs. unarmored, but with less damage. Better chance to hit against high AC.
- Disruptive: Energies that largely bypass armor and disrupt the organics behind them. Less damage against bots.
- Energy: Better chance to hit, especially with lasers, except against Reflec Armor (remember, I added in the Traveller equipment tables).
- Atomic: Against these, there is no place to hide.
Each of these categories is broken down by weapon class (numeric) that denotes (in general) the amount of damage it does.
Redesigning the tables helped me understand the assumptions the original designers had about the game. They also allow me to create more open-ended tables and to give specific monsters specific Weapon categories and classes, which should give combat a different feel.
Since I’ve added skills to the characters, they can add their Weapon or Marksmanship skill to their chance to hit. For example, if someone takes Weapons as their primary skill, they will start with a level 3 chance to hit. If they took Weapons as one of their tertiary skills, they will be at a level 1 chance to hit for a while.