Quote:
Originally Posted by Flatus Maximus It probably goes without saying but keep the numbers small so that the division is trivial. I was thinking in terms of the range 1-10, which seems small enough to do division in one's head but large enough to provide variation. |
I'd say 1-12. Using twelve as the base, you can take one-fourth, one-third, *and* one-half without resorting to decimals.
Edit:
Morrus - I have a couple of suggestions for the bombers. First, when a bomber misses its target, make it so each adjacent hex is equally likely the one to be hit -- use 1-6 or 1-12 for this.
Second, depending on how accurate bombers should be, make either a 7 or a 13 a hit, and use the attack roll to see where the miss goes, too.
Example: I'm piloting a TIE bomber, dropping a proton bomb on a Rebel base. I need to roll a 7 or higher to hit, but all I get is a 3. Using that 3, I consult the updated chart for bombing misses, and I see that the bomb lands in the 120 degree hex (the one labeled '5' in the current miss chart).
Edit2: Another thing to consider is using a d12 for bombing runs. 1-6 misses with equal chance to hit any adjacent hex; 7-12 hits the target.
What do you think?