Years of playing the Delta Green RPG rules have led me to adopt the following in my games (note, this is a modification of how Lethality rolls are resolved, it doesn't much change the underlying mechanics). We created Lethality to streamline the otherwise tedious task of rolling endless damage dice, but over the years I've realized it can be further streamlined...
Usually, when a weapon has a Lethality rating (like a Hand Grenade with Lethality 15%), you roll the Skill to hit, and then, if you hit, you roll the Lethality rating. If you roll under the Lethality rating, the target drops to 0 HP. If you roll over, you add the two dice together and apply that as HP damage.
EXAMPLE OF THE PREVIOUS SYSTEM: You roll Athletics 55% to throw the Grenade. You roll 41 and hit, and then roll the Lethality Rating of 15%. You roll 26 and fail, so the target suffers 6+2=8 HP damage.
With this modification, you streamline the process further:
When you roll the Skill to hit, note the attack's Lethality number. If the SKILL ROLL is UNDER the Lethality number, the target drops to 0 HP. If it is OVER the Lethality Number, but BELOW (or equal) to the Skill Number, add the two dice together and apply that as HP damage. If the roll is ABOVE the Skill Number, the attack misses. Critical success doubles the Lethality Rating and doubles the HP damage if the Lethality Roll fails as normal.
NOTE: While this increases Lethality in a weapon by a measurable amount, it changes little else. For my considerations, this isn't enough for it to matter (truth be told, if you were shot by ANY firearm, you should be rolling Lethality, not a 1d10 HP damage). For you, that might be different. If you want the odds to remain unchanged, try dividing the Lethality number by 5 to get a similar spread to the previous two roll system (so a Lethality 10 becomes 2, 15 becomes 3, etc...)
EXAMPLE OF DENNIS'S HOUSE RULE: You roll Athletics 55% to throw the Grenade which has a Lethality Rating of 15%. You roll 37 and hit, but since you rolled HIGHER than the Lethality Rating but LOWER than the Athletics, the target suffers 7+3=10 HP damage. If you had rolled 15 or less, the target would have dropped immediately to 0 HP.
For some this might seem obvious, for others, a nice surprise. For me, when I realized this was essentially identical to the previous system minus another die roll to resolve combat, I was quite pleased and it became my default rule for Lethality.
It will almost certainly go into future editions of the Delta Green RPG as the rules for Lethality (and no, we have no plans in place for when or what that might look like...yet).
Rasmus Paulsen
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