Here's a thought experiment that no doubt creates more problems than it solves: merge the critical hits table with the "regular" damage tables.
How Many New Slots?
This inserts several deadly hit results into the ordinary damage tables. That means typical damage probably gets bumped up a bit. How and by how much?
First, the "easier" critical hits table comes from High Guard 1. It only has 6 elements, versus the 11-element table in HG2. Inserting that into the ordinary damage tables therefore "only" adds 5 elements to the top of the table.
Damage Changes
How then to account for the extra slots?
One way to do this is to change the Ship Size DM -- upwards. When we roll on the damage table, we already add the ship size as a DM. Make the DM larger on the average.
Dealing With Spines
How to handle spines then? I think this is probably the easiest solution -- spine damage is rolled exactly as they were before, except the lookup is on the main table with no DM.
What Am I Forgetting?
What Am I Forgetting?
How Many New Slots?
This inserts several deadly hit results into the ordinary damage tables. That means typical damage probably gets bumped up a bit. How and by how much?
First, the "easier" critical hits table comes from High Guard 1. It only has 6 elements, versus the 11-element table in HG2. Inserting that into the ordinary damage tables therefore "only" adds 5 elements to the top of the table.
Damage Changes
How then to account for the extra slots?
One way to do this is to change the Ship Size DM -- upwards. When we roll on the damage table, we already add the ship size as a DM. Make the DM larger on the average.
Dealing With Spines
How to handle spines then? I think this is probably the easiest solution -- spine damage is rolled exactly as they were before, except the lookup is on the main table with no DM.
What Am I Forgetting?
What Am I Forgetting?