Speaking of "swingy", I've also house-ruled the archery rules for Tunnels and Trolls a little bit.
My archery/missile rules include an 'easier' table:
1-30 ft: L1-SR on DX
30-100 ft: L2-SR
100-200 ft: L3-SR
200-300 ft: L4-SR
300-500 ft: L5-SR
...plus or minus 1-2 levels for very large or very small targets.
The archer makes the roll and notes by how much he has exceeded the target. So if I needed a 5 and rolled 11, I'd note the 6-point spread. If the target is a sentient, moving creature, it gets a L1-SR, but has a penalty to the roll equal to the amount the archer exceeded, in this case 6 points. So if I had only needed to roll a 4 or better, I would now need to roll a 10 or better. (If two characters are shooting, optionally it would take a L2-SR beat by the sum of the two successes, but only one of the arrows actually hits--you dodge one only to walk into the other.) This (a) allows archers at low levels a decent chance to hit non-moving targets, and (b) allows characters a chance, however slight, to avoid the considerable damage that even a low-level archer can inflict.
As always, these are just my house-ruled suggestions. It is very possible to enjoy T&T playing by the rules as written.