well, this is interesting, I've been trying to crunch out a system that fulfill the same purpose.
Instead of repeating what everybody else have said though, then I just have one suggestion for the system, taken from the rules I've been fiddling with.
You could remove the need for rolling for damage, and instead have damage be a set number, based on weapon, mode of attack, stat modifier and anything else that could be relevant, and then mutiplied by the margin of succes.
example, a melee hit have a damage rating of 5(weapon) + 2 (stat) = 7.
A succesfull hit with a margin of 2, would then inflict 2 x 7 = 14 damage. (damage here being a general term and doesn't neccesarely have to be straight hit points)
It would speed up a round, simple by removing the need for rolling and adding up the result.
This also allows highly skilled characters to take out several mooks with a serie of fast but low-powered attacks or using improviced weapon to great effect, since they'll be able to get a larger margin of succes, meaning that even a +2 bonus to damage from using a bottle, would lead to a significant increase in damage.
Instead of repeating what everybody else have said though, then I just have one suggestion for the system, taken from the rules I've been fiddling with.
You could remove the need for rolling for damage, and instead have damage be a set number, based on weapon, mode of attack, stat modifier and anything else that could be relevant, and then mutiplied by the margin of succes.
example, a melee hit have a damage rating of 5(weapon) + 2 (stat) = 7.
A succesfull hit with a margin of 2, would then inflict 2 x 7 = 14 damage. (damage here being a general term and doesn't neccesarely have to be straight hit points)
It would speed up a round, simple by removing the need for rolling and adding up the result.
This also allows highly skilled characters to take out several mooks with a serie of fast but low-powered attacks or using improviced weapon to great effect, since they'll be able to get a larger margin of succes, meaning that even a +2 bonus to damage from using a bottle, would lead to a significant increase in damage.