version 3 of the playtest doc is up. Weapon damage is now a base amount added to a multiplier of the effect die. Not sure if I like that or not, but I'll try it out and see.
It won't work any better than the other system. In some ways, it will be worse, in others a little better, but it will still stink up the joint.
The problem is that basing damage on the effect die is defective because the whole timing/effect die system is statistically absurd. Until the designer gets this through his head, the system will stink.
And using multiples for damage will significantly reduce the game's ability to make meaningful distinctions between weapons. And damage will *still* be very predictable because the statistical qualities of the timing/effect mechanic tend to yield highly predictable results (see my previous posts on this).
Also, it adds yet more fiddliness -- now the players have to do multiplication and addition (i.e., a Rifle multiplies the effect die by 2, then adds two to damage), in addition to subtraction due to armor.
All this effort is there to try to salvage a clearly defective mechanic that the designer should have caught at the beginning.
I am less impressed, if that is possible. It appears clear to me that the designer has no intention of (a) fixing the obvious defects in the core mechanic (though candidly, I don't think they can be fixed); or (b) replacing the obviously defective mechanic with a mechanic that actually works.
I doubt I'd buy a software package I *knew* wouldn't run. Hard to see how I'd see a game any differently.