There are times when I feel really stupid. Contemplating the different way High Guard and MegaTraveller handle armor, with High Guard using simple percentages while MegaTrav measures thickness, when - after literally a couple of decades playing around with Hugh Guard and never giving it a second thought - it occurred to me that High Guard doesn't consider the square cube law with respect to armor.
Which is to say:
Take a 100 dT spacecraft and put 2% of its hull in armor. Now increase all dimensions of that spacecraft by 10 while maintaining its shape: it's ten times as long, ten times as wide, ten times as tall, and now comes in at 100,000 dTons. And, its armor is ten times as thick.
So I thought, OK, simple mechanic: take the High Guard Target Size DM, double it, apply it as a DM to the High Guard damage roll. Doubling it gives you, very roughly, the same result that increased armor thickness resulting from a square-cube application would, and it has the advantage of being easy to remember and apply. Makes big ships harder to damage, makes little ships easier to damage.
Which is to say:
Take a 100 dT spacecraft and put 2% of its hull in armor. Now increase all dimensions of that spacecraft by 10 while maintaining its shape: it's ten times as long, ten times as wide, ten times as tall, and now comes in at 100,000 dTons. And, its armor is ten times as thick.
So I thought, OK, simple mechanic: take the High Guard Target Size DM, double it, apply it as a DM to the High Guard damage roll. Doubling it gives you, very roughly, the same result that increased armor thickness resulting from a square-cube application would, and it has the advantage of being easy to remember and apply. Makes big ships harder to damage, makes little ships easier to damage.