2d Damage

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GURPS uses d6 for everything. For purposed of determining damage, GURPS makes use one or several 6-sided dice. 1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.

I've decide that the 2d6 gives the kind of distribution I want for damage. In general, I think using 2 dice to determine damage should be preferred whenever possible. Furthermore, I want the minimum possible damage to be about 15% of the expected average and the maximum possible damage to be about 185% of the expect average. To that end, the following charts should be used to determine damage:'

Damage Table

Use this table to determine your character's basic thrust and swing damage.

ST 3d6 thr 3d6 sw 2d thr 2d sw
1 1d-6 1d-5 2d2-4 2d2-3
2 1d-6 1d-5 2d2-4 2d2-3
3 1d-5 1d-4 2d2-3 2d3-4
4 1d-5 1d-4 2d2-3 2d3-4
5 1d-4 1d-3 2d3-4 2d2-2
6 1d-4 1d-3 2d3-4 2d2-2
7 1d-3 1d-2 2d2-2 2d3-2
8 1d-3 1d-2 2d2-2 2d3-2
9 1d-2 1d-1 2d3-2 2d4-2
10 1d-2 1d 2d3-2 2d4-1
11 1d-1 1d+1 2d4-2 d4+d6-1
12 1d-1 1d+2 2d4-2 d5+d6-1
13 1d 2d-1 2d4-1 2d6-1
14 1d 2d 2d4-1 d6+d8-1
15 1d+1 2d+1 d4+d6-1 2d8-1
16 1d+1 2d+2 d4+d6-1 d8+d10-1
17 1d+2 3d-1 d5+d6-1 d8+d10-1
18 1d+2 3d d5+d6-1 d8+d10
19 2d-1 3d+1 2d6-1 2d10
20 2d-1 3d+2 2d6-1 d10+d12
21 2d 4d-1 d6+d8-1 2d12
22 2d 4d d6+d8-1 (d6+d8-1)x2
23 2d+1 4d+1 2d8-1 (d5+d10-1)x2
24 2d+1 4d+2 2d8-1 (2d8-1)x2
25 2d+2 5d-1 d8+d10-1 (2d8-1)x2
26 2d+2 5d d8+d10-1 (2d8-1)x2+1
27 3d-1 5d+1 d8+d10-1 (2d6-1)x3

See Also

Detect Lies Interrogation Tactics