2d Damage
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
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 |