1classybadger wrote:getting back to this system, my mind goes to scattering, and how best to accomplish that with a d10
As for 'artillary', (catapault, shells etc) Personally, I dont recall the rules set that I first found this, but it called for a single D8 and was created to be used on a hex map. IIRC, The system worked as follows..
Pick the target hex, roll d8. on a 7 or 8 Bullseye, the 'rock/ shell' lands right on target, any lower number indicated the 'direction the shot deviated". Looking at the hex map and starting at the 'upper/ top' side, direction of the shot, this hex side would be direction " 1 ", proceeding clockwise of course 2, 3 and so on.
If the 1-6 is rolled a 2nd die roll is made to determine 'How far' the shot drifted. Some varied the system a bit depending on ancient vs modern shell fire.
For example if doing a dark age game, most used the D3 idea for maximum distance, while if using modern weapons, the shot could drift up to a full D6 from the intended location.
I have seen the same thing used on open table games for the last few yrs now. I think FOW even had/ has a template just for that purpose.
Badger you might consider using a D8 for this or if you wanted to keep it strictly a D10 game, you could just keep the 1 - 6 for direction / distance of drift but decide for yourself as too whats the "Percent of Accuracy" you want. That is, 7-8 (20%) for example and at the same time you could use the "10" as the shot was over shot so far.. it went "back there some where."
Just some thoughts..hope it helps give you some ideas to working this out.
"You see old friend. I brought more soldiers than you did." *Leonidas-300