underling wrote:You guys are making this way too hard.
:wink:
A very simple fix, which would not involve any bookkeeping at all would be the following:
All ships have two chances for a critical hit.
At the 1/3 hull damage hit (rounding up) and the 2/3 hull damage hit (again rounding up) a ship checks for a critical hit.
This critical hit check involves rolling a d20. On a 11+, a critical hit has been sustained, and the critical hit chart is consulted.
This means that each ship will check twice, assuming that the ship has at least three hull damage hit locations.
For example, a ten hull ship will check for crits on the fourth and eighth hull hits. A three hull ship would check on both the first and second hull hits.
No extra bookwork has to be done, and the hull damage circle at each crit location can simply be replaced with a "c".
Note that if the above crit roll doesn't produce as many crits as you'd like, simply change the d20 roll. Or change the number of occurances of that roll. Maybe at 25%, 50%, and 75% damage.
It's really not that hard.
Kevin
Or...borrow something from SFB, it Kevin's is more likely to give you a crit than you'd like:
Same basic idea, but each time you hit the 'crit spot' on the hull track, you mark off another track - the toughness track. Each 'toughness space' (they actually call them 'excess damage' in SFB) has a cost, and represents the ship's basic toughness and compartmentalisation.
Once all the toughness hits are gone - THEN roll on the crit chart.
If you run out of toughness before running out of hull crits, EVERY hull crit after that runs a chance of doing critical damage (ie - roll on the critical hit chart every hull crit hit after expending toughness).
German's in WW1 were much more compartmentalized then their British counterparts than the British, and it shows in how hard they were to sink at Jutland compared to British ships. Yes, the Armor was thicker, but not THAT much thicker. They didn't have the magazine explosion problems that the Brits had due to their better flash suppression/containment.
You could make the frequency of the hull crits inversely proportional to toughness, to represent more fragile ships - even if they have heavier armor:
Toughness of one = hull crits every 10%
Toughness of two = hull crits every 20%
Toughness of three = hull crits every 30%
Toughness of four = hull crits every 40%
Toughness of five = hull crits every 50%