RE: Simple Method for interpolating combat values
Direct Fire will be more lethal using this method because any shift due to die roll will be upward. Also, do you consider this a shift and count it towards the maximum +3/-2 column shift? Despite the increased lethality, I believe this is a reasonable alternative if you're in the camp that believes every factor should count.
Same comment for Bombardment. I may be more likely to use this approach for Bombardment because I would like a 10 increment to be more effective than an 8 increment and see Bombardment to be a little more potent.
Assault will definitely be bloodier.
Keep in mind the added lethality may affect play balance, especially in scenarios where the difficulty is to achieve certain objectives within a certain time frame (eliminate X enemy steps immediately comes to mind). I would be curious to hear your impression as to how it affects the pace of the game.
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