by Aplus » Sat Mar 12, 2011 4:53 pm
Here's how I do it:
Shots into melee suffer a -2 penalty unless a full round is spent aiming prior to the shot. On a miss, there is an equal chance of hitting anything adjacent to the original target, and I use a d8 to represent each "zone" or "square" that surrounds the target (we usually use minis). If not using minis, you could just use the directions N, S, E, W, NE, NW, SE, SW, or just make something up that you can adjudicate quickly, since slowing things down too much to figure it out is bad. Depending on the result, the miss could be a straight miss, could hit an ally, or it could hit a different enemy.
This may not be for everyone, but our group has a preference for having some fiddly bits in combat, and we usually use minis on a grid.