Captain Anorak's Guide to Gaming
The Stepping Problem

A common probelm in RPG rules systems is that large steps exist in things like difficulty levels. For instance, in Call of Cthulhu Edn 5, a shooter with Pistol skill 40 and DEX 12 firing a .32 revolver has the following base hit chances at the following ranges.

Range (yards)Hit chance
0-280%
2-1540%
15-3020%
30-4510%
45-605%

Now, the change from 80% to 40% is a very big jump. Why should the firer have an 80% chance to hit at 1 foot 11 inches, but only 40% at 2 feet 1 inch? The answer is that the game writers have tried to keep the system simple, so they came up with these rules:
- Half-DEX in feet is point blank range (double hit chance).
- For each rangeband beyond the first, halve the chance to hit (this pistol has 15 yard rangebands).

But with a little more thought, these large steps could be eliminated. Suppose we make these changes to the system:
(1) Double weapon skills (so our skill of 40 now becomes 80).
(2) We give the weapons smaller rangebands and apply a -10% penalty per full rangeband.
(3) A shot has a minimum 1% chance to hit up to the weapon's maximum range.

If we give the pistol rangebands of 5 vards then we get this pattern:

Range (yards)Hit chance
0-580%
5-1070%
10-1560%
15-2050%
20-2540%
25-3030%
30-3520%
35-4010%
40-max1%

This has roughly similar hit chances, but there are never catastrophically large steps over a difference of an inch - such steps are never more than 10%.

Another dreadful example of stepping is MegaTraveller. This game has huge stepping throughout the game system. For example, on a successful hit, the damage inflicted is equal to the weapon's damage multiplied by a factor dependent on the number of points by which the roll was made (ie. actual roll - target number) thus:

Roll - target number Damage multiplier
0x0.5
1x1
2-3x2
4-7x4
8+x8

Why should an excess of 7 be no better than one of 4? It's almost twice as much. The rules could have been written without stepping like this:
- If the excess is 0, halve the weapon's damage; otherwise, multiply the weapon's damage by the excess.

This would have been no more complicated than the system used, and would have involved rembering less, yet is would have resulted in a system with less artifical results from stepping.