Been thinking about it, and I also really like the mechanic. It seems
intentionally designed to not differ radically in result from the
standard damage system.
Incorporating Min-Mid-Max (MMM) into Compleat Combat (CC) is simple,
really. In point of fact, I could whittle CC down to an armor
mechanic, a wound track and a damage capacity mechanic. I don't know
if that makes me feel good or bad. 8)
Here's how it might work:
Weapon Wound (W) - Target Armor Value (AV) = Damage Factor (DF)
Example: Greatsword, 3W, against Chain armor, AV2. Damage Factor
would equal 3W-2AV=1.
Use the MMM charts as normal, if desired; DF and Relative Degree (RD)
each give you a Bonus. The total bonus tells you which die to read.
Recall:
DF | Bonus | RD Bonus | Die
------+-------+------ ------+----------
<0 | -1 | -- 0 | Min
0,1,2 | 0 | 2,3 1 | Mid
3,4,5 | +1 | 4,5 2 | Max
6+ | +2 | 6+ 3 | Min + Max
4 | All 3
Otherwise, the GM will rule which die to read.
Two special cases:
Grazing: A RD of 1 is a scratch, or 1W. Larger weapons might be
instead relegated to reading the Min regardless of other bonuses.
Armor Penetration: CC currently allows armor-penetrating hits, when
the RD is greater than the armor's CV. I like this, and don't want to
lose it. Currently, I'm thinking that if the RD is greater than the
CV, give a +1 bonus (i.e., shift one up on the die chart).
The Wound Track needs to change. Currently, there is one box per
Fudge level. This is not enough wound slots to make fights
interesting. Currently I'm experimenting with two wound boxes per
wound level.
The remaining rules all stay the same.
Comments?
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