Who else has experience in this?

I am planning to use the number 4.5

13.5 might also happen. And in very rare cases 22.5

These are in combination with any other round number.

The only type calculations that players will be doing with this number are subtractions and counting how often you can subtract.

examples:

5-4.5= 1 time 4.5

9=4.5-4.5= exactly 2 times 4.5

12-3-3-4.5= 2 times 3 and 1 time 4.5

(If there is no issue, I can also remove accuracy from my stats list :) )

I am happy that a fellow wargame designer reacts.

I had a couple of guys that where nuts regarding calculations. However, they disbanded. And I wanted to create a "brainless" type of wargame. So, no hardcore game if possible.

Goals:

- 3 hours tops.

- Only tracking is health and resources.

- "Brainless" rols. So, no thinking of what to roll next. It is fixed for all combinations. Aka, bucket rolls

- 12d6 is the maximum per combat. Bucket roll style, with only dice reduction.

***

I don't need to use 4.5 in the game. I could work around it, without letting players know the actual weight of that armor/weapon class. I was only curious on thoughts/opinions of fellow wargamers, and their experience.

You also mentioned double digits. And maybe, I am still stuck in that kind of behavior. But I certainly don't use triple digits anymore.

As said before, I can work around 4.5. Luckily, I don't need to double the numbers for that.

It simply means that I am limited with the designs in balance.

All armor classes of 4.5 will have the speeds 0, 2, 4, 6 etc+2.

The same could count for weapon classes of 4.5 in terms of range.

But weapon classes can also have accuracy. And that statistic, I think, will not be removed from the game.

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So, how do you feel about these calculations?

Difference of 12 points. Weapon choices are 6 / 6 / 4 / 3 and 3.

A player can decide which weapons get a bonus of doubling the dice.