As a totally no knowledge about modding sort I am hesitant to make a suggestion...but... Say the original damage is ten, so you either randomize it from 0-20 to average ten, or you randomize it 0-10 and multiply by two to average ten. Maintaining the average so the overall effectiveness of the unit doesn't change. Another way to get the damage to average out to the original ten is to randomize it and then add five. That not only puts the average at the original value, but it makes the range less extreme. I personally would prefer the RNG didn't have the power to create a total misfire, or a super shot of double effect...though introducing some vagaries of chance is clearly a good thing.