Apologies to the seventy folks that already down-loaded this once, I have now REVISED my variant combat system (the "no attack roll" system) based on the continued voiced concerns regarding ranged combat.
Those concerns have now been addressed: here's the download.
To sum up: Subtract 1 point of damage (NOT a "shift" of dice type) from damage for every range increment at which missile fire occurs. So at short range you subtract 1 from the dice roll, 2 points at medium, and 3 points at long. This range penalty can be off-set by the "missile adjustment bonus" for a high dexterity. For example, a character with a Dexterity 13 receives a +1 to missile fire. At short range he will always do at least 1 point of damage (no penalty)...the opponent better be expending energy to dodge (fatigue) or he'll be getting drilled. At medium and long range, the character still has a penalty (-1 and -2 respectively) meaning there's still a chance he might miss from those ranges.
Yes, a dexterity 18 character will always do damage (+3)...they are just too dangerous with a ranged weapon. Take evasive action or you'll be getting at least a decent scratch from a marksman of that caliber.
This bonus ONLY applies to off-setting range penalties; it adds no further bonus to damage. Some DMs may wish to use the halfling's bonus to missile fire to off-set range as well; others may see this bonus as a positive damage "shift" instead. I leave that choice up to the judgment of individual DMs.
All right, try it out folks!