Text of an email form the GM, describing the desired mechanic: ' I want to get away from rolling dice for damage. I'd like to just take a damage rating and an armor rating, combine them in some simple way, and apply the result as damage to a target. Oh, and I want it to deal with autofire. The current mechanic causes a 6d blaster rifle (which averages 21 points of damage) to do no damage to someone in a DR 21 suit of armor, even though it would damage him half the time if we were rolling for damage. Flex fixes a bit of this, but then Tuffness sort of un-fixes it. :) The problem is even worse with autofire. A fully-automatic Gatling Blaster, firing 100 shots each of which does 6d... will still not even wound the person in DR 21 armor if we aren't rolling for damage, even though if we were rolling he'd be salsa. I'm trying to figure out a good way to deal with this. I want a system for damage and armor which recognizes: * Some damages are worse for flesh than others (crushing, cutting, impaling). * Some armor is flexible. The ability to have different sorts of flexibility (Cloth, Kevlar, Monocrys, Plate, Modern, Ablative) would be nice, but isn't necessary. * Some armor really will block all (or essentially all) damage from some attacks. Some won't. * Many attacks will get through "a bit" or only get through sometimes. One option is to represent armor as a *divisor* instead of a subtractor. So Damage 21 / DR 21 = 1 point of damage Damage 100 / DR 20 = 5 points of damage. This would more or less require switching to an exponential system, I think. I'd be very interested to hear proposals for a mechanic whereby we can say "20 mooks fired guns with RoF of 8 each into Bob; they hit with half of them and he dodged half of them, so 40 bullets hit him, for damage . He's wearing armor so he takes damage." without any dice rolled after the "dodged half" bit. '