An Alternate System For Damage From Strength

Granularity.  Somethin that Hero System lacks at low power levels.  What do I mean by this?  Consider the difference between a STR of 11 and a STR of 12: One cost more than the other, and that's about it.  You get the same PD, REC, & STUN, and do the same damage with a strike.  Now, I can't offer much for the secondary characterstics, but I have come up with an idea for how to diferentiate the damage effects from one point of STR to the next. To this end I offer thie table below. This method of scaling damage is somewhat more cumbersome than normal and is really only recomened in low-level (non-super-hero) games.  Looking at the chart you can see a small breakdown in the minimum progression, but the average and max damage progressions work pretty well.

STR Dice of Dmg Avg Dmg Min Dmg Max Dmg
0 0 0 0 0
1 1 1 1 1
2 ½d6-1 1 0 2
3 ½d6 2 1 3
4 ½d6+1 3 2 4
5 1d6 1 6
6 1d6+1 2 7
7 1½d6-1 1 8
8

d6

2 9
9 1½d6+1 3 10
10 2d6 7 2 12
11 2d6+1 8 3 13
12 2½d6-1 8 2 14
13 2½d6 9 3 15
14 2½d6+1 10 4 16
15 3d6 10½ 3 18
16 3d6+1 11½ 4 19
17 3½d6-1 11½ 3 20
18 3½d6 12½ 4 21
19 3½d6+1 13½ 5 22
20 4d6 14 4 24
21 4d6+1 15 5 25
22 4½d6-1 15 4 26
23 4½d6 16 5 27
24 4½d6+1 17 6 28
25 5d6 17½ 5 30
26 5d6+1 18½ 6 31
27 5½d6-1 18½ 5 32
28 5½d6 19½ 6 33
29 5½d6+1 20½ 7 34
30 6d6 21 6 36

Yeah, it's silly looking, but it works.

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