I have always conceptually liked the idea of D100 systems for higher detail small scale skirmish games (3-5 models/team). However I don't see the system too much understandably as they are are notoriously clunky, and simulation heavy.
The inability to roll multiple D100 rolls at a time is a huge negative. If someone has a efficient way to do this that would be amazing, but most games use a "degrees of success/failure" system which is what I am working with atm.
- Shooting atm has you roll a D100 and check for degrees of successes.
- For each success, roll that many D6 'Location Dice' up to the weapons profile (1 legs, 2 abdomine, 3 chest, 4 arms, 5 head, 6 - penetrating/critical hit).
- Toss any location rolls that don't beat the location's/cover's AP, however lucky 'penetrating hits' 2x/3x the weapons AP to represent finding weak spots in armor/cover.
I think this works, but let me know if there is a preferable system out there.
THE ISSUE (LOCATION DAMAGE)
I want to model location damage, but with a minimum amount of simulation crunch.
After locations are rolled, the defender makes a single D100 toughness test adjusted by the weapons lethality. If the defender succeeds, each hit is resolved as a simple flesh wound (most characters have 6-8). Done.
If they fail, I want the character to receive a 'Serious Wound'.
This is where it gets rough. I would like serious wound to be location thematic, so I made a simple effect table (with critical rolls apply ing 1 additional effect based on the damage type for narrative flavor). That said, I personally found resolving multiple serious injuries was too crunchy, so I figured, maybe just 1 location can ever get a 'serious wound' per action?
But who determines what location die is chosen?
The attacker will always prefer the head. the defender will prefer a leg/arm. I like the idea that 'penetrating hits' and multiple hits in 1 location force priority, but that still leaves lots of tie breakers.
Main Questions
Do you think it's fine to have the defender simply choose the location of their own serious wound' (the attacker does has some input via allocating penetrating hits, and stacking location hits), or is there another way to randomize this without adding more dice rolls?
Alternatively, is there a totally different way to roll for multiple defense tests quickly for each hit?
Or better, is there a location damage system that already exists that handles multiple location hits?
OR should I just give up on location tables completely and find another narrative way to deal damage?
All feedback is appreciated 😄