1 hour ago, TheHumanHydra said:I respectfully hope they don't add a second dice-rolling step, just to save work while playing. I think a simpler way to achieve a similar effect would be to use 'ordnance dice' with one or two double-damage faces that can be negated with only a single evade result. So if I roll blank, hit, double-hit, you only need to roll evade, evade to negate it all. This results in the ordnance being potentially more damaging but easier to evade, as in your breakdown above, without having to roll a second set of dice.
No need to have a second step to roll dice. Roll them all together, compare the to hit symbols first with the evade symbols. If enough, then account the damage symbols.
FFG has done that for years with Descent, or Imperial Assault, Armada, the RPG games... where the same dice include damage symbols, range symbols, special effect symbols, and you roll them all together and count what you have got in one go.
You can surely do the same here, with some dice having lots of "to hit" symbols and not so many "damage symbols", some other dice having the opposite, and some dice having an average of both. Then weapons would indicate their attack score with numbers telling how many of every type to roll. Like Attack: ■◆◆ (That is, one orange die and two red dice).
