![Sad :-(](./images/smilies/icon_sad.gif)
Also, there is no ryhme nor reason on why some guns do the damage that they do; there is no "quality" in the weapons. While I'm all for a random range, I find that for certain weapon types it just makes no sense. Plasma weapons for example are supposed to be incredibly destructive, yet when you roll a d6x10 for a plasma mini-missile, there is a decent chance you get a 10. Yay, you just did the average damage of a 3d6 weapon. Well boo that.
So here is my preposition; damage types are dice-types. Guns with a certain type of damage will always use the same dice. This gets us players using a wider range of polyhedrons, and shakes things up abit. Gives people that, "I can rely on this gun, but this other one has so much potential!" feeling. Same with melee weapons.
Here's what I've got;
D4 - Dependable. A d4 offers the most predictable numbers a person could want. A d4 always gives a good average (relatively speaking), and can be counted on for the average to show up and play. Plasma weapons do d4 type damage. So do blunt weapons.
Examples of how this would work go as follows; C-29 currently does 1d6x10; change this to 1d4x10+10. While the damage has been reduced, you will always do atleast 20 points. Do the same with plasma mini-missiles. A blunt weapon, such as a mace might do 2d4 damage. This is also the dice I'd associate with "cold" attacks.
D6 - Reliable. A d6 is what most games use, and should be common for this one as well. The d6 is "the old stand-by", always offering a decent hit without the super highs and lows of the other dice-types. A laser does d6 damage. So do spear and most polearm type weapons. This is the dice I'd throw fire damage under.
Examples of how this would work go as follows; Laser weapons basically do not change, Though you might want to give the old Wilks a 1d6+1 damage boost so as not to conflict (or seem weaker) when you upgrade guns like the pepperbox to 1d6 per barrel. Others, like the new CS sidearm would do 2d6-1 instead of 2d4. A regular spear would do 1d6 for a smaller, one-handed type, while larger ones do 2d6 or more.
D8 - Potential. The d8 has such potential over the other two weapons, offering that on average it will equal the maximum of the d4, and will do a third more than the d6 for its maximum. Unfortunately it also has that low, where it does the same as a plain old d6 or d4 for its minimum damage, or potential. The d8 is a gamble. I associate ion weaponry with this die-type, as well as the sword. I'd lump in lightning-type attacks with this dice as well.
Examples include that NG ion rifle; it does like 2d4x10; offer a straight conversion of 1d8x10, or the Free Quebec Q102; it does 4d6+4, so change that to 4d8 or 3d8+4 (the former does have a sightly higher potencial than normal, but it also has a lower minimum). A small sword would do 1d8, where as a broad sword would do 2d8, and a giant sword 3d8.
D10 - Dangerous. Nothing is more scary than seeing a weapon that does double digits on a single dice! Well this die offers that possibility. The D10 is the weapon of uncertainty though, as it can bring ruin as well as often as it brings boon with it's large number range. Particle Beam weapons, with there relatively new and experimental damage type do d10. So do axes. I'd lump sound-based attacks in with the d10 as well.
Examples of this would be That crap PB shoulder cannon that the Jager can mount; change it to 1d10x10 and now you've got a weapon that is scary (or, if you want a relatively close range to the original, offer 6d10 instead). Axes can do incredible amounts of destruction - if the blade bites in properly, and the angle is good. That's why I give it this high range.
D12 - Explosive. Exactly as advertised, explosives should have a crazy-high potential. Hand-grenades, like that one that does 5d6 to a 20ft area (or maybe that was a missile?) would do 2d12+4 or 3d12; high maximum, but due to the nature of explosives, there is a chance a person comes out practically unscathed. While this wouldn't cover plasma missiles (which are technically "explosive"), you can certainly use it for home-made bombs and other grenades.
All that being said, where does this leave conventional guns and railguns? Weapons such as these are far more customizable and difficult to lump into any single category; you can have a shotgun shell with solid slugs, or a lead-load so fine it's like you're shooting sand (hell, it could very well be sand!). This one I suggest you mull over and work out differently than the listed weapons. A .357 doesn't need to shoot the same grain bullet all the time, let alone a magnum round; and yet as the book states it will forever do 4d6. change them up; maybe offer a 9mm does 2d8+2 instead of plain old 3d6. Maybe that SAMAS railgun is doing 5d8 instead of 1d4x10.
All this is just an idea I've been turning over in my head for a while now. Will it "break" the game? No. No amount of dice changes to weapons will ever do that (heh, even if the basic Wilks pistol did 1d6x10 instead of 1d6, the world would go on as people will still take the most advantageous weapons for the given situation).
Thoughts?