Quote:
the Problem is that a head-hit is about 1/36 Chance
THIS.
Mind you, a D12 could speed up CRIT location hit rolls, but not enough to matter. But HIT locations? Remember 2D6 is a scale.
Code:
2 = 1 in 36, 1+1
3 = 2 in 36, 1+2, 2+1
4 = 3 in 36, 1+3, 2+2, 3+1
5 = 4 in 36, 1+4, 2+3, 3+2, 4+1
6 = 5 in 36, 1+5, 2+4, 3+3, 4+2, 5+1
7 = 6 in 36, 1+6, 2+5, 3+4, 4+3, 5+2, 6+1
8 = 5 in 36, 2+6, 3+5, 4+4, 5+3, 6+2
9 = 4 in 36, 3+6, 4+5, 5+4, 6+3
10 = 3 in 36, 4+6, 5+5, 6+4
11 = 2 in 36, 5+6, 6+5
12 = 1 in 36, 6+6
It's important to realize that. It also helps to know what the odds are for rolling greater than or equal to:
Code:
12 = 1 in 36
11 = 3 in 36
10 = 6 in 36
9 = 10 in 36
8 = 15 in 36
7 = 21 in 36
6 = 26 in 36
5 = 30 in 36
4 = 33 in 36
3 = 35 in 36
2 = DUH!
Hence why even with a 2 gunner if you ran, and the enemy jumped 7 into the edge of a dense woods hex, at medium range with no other modifiers don't waste ammo based weapons fire on the target. That's not 1 in 12 odds of hitting, that's 1 in 36.
Don't feel bad about not knowing that, a LOT of gamers miss that little detail about rolling multiple dice. It's even MORE confusing in systems like White Wolf where you are rolling multiple dice but NOT adding them together. 3d6 is fun too since the odds of a natural 3 (or natural 18) is 1 in 216.
In fact, that lack of understanding is why LB-X in Mechwarrior 3 before they patched it were so riduculously overpowered. they used random(12) instead of random(6)+random(6) meaning a -10x or pair of -5x could in one or two blasts trigger either a CT(C) or H. Most deadly configuration was a summoner with 5 jump, 5 LB-5X, and the ammo to use them.