my system used the same tables as now, but instad of a 6+ indicating a hit...
you need a second roll against the hull to "confirm" a critical. Precise adds to both rolls.
against hull 6:
normal: 6 gets a chance, 6 confirms - 1/36 or about 3%
precise: 5 gets a chance, 5 confirms - 1/9 or about 11%
against hull 5:
normal: 6 gets a chance, 5 confirms - 1/18 or about 6-7%
precise: 5 gets a chance, 4 confirms - 1/6 or about 18%
against hull 4:
normal: 6 gets a chance, 4 confirms - 1/12 or about 8%
precise: 5 gets a chance, 3 confirms - 2/9 or about 22%
it cuts the number of criticals probably by a third to a half, making them less common. Precise weapons are much more likely to get criticals than regular weapons.
I had also put together a fighter-specific critical table (which eliminated several criticals that fighters could cause.) roll on a 2D6 and got several options.
Chern
you need a second roll against the hull to "confirm" a critical. Precise adds to both rolls.
against hull 6:
normal: 6 gets a chance, 6 confirms - 1/36 or about 3%
precise: 5 gets a chance, 5 confirms - 1/9 or about 11%
against hull 5:
normal: 6 gets a chance, 5 confirms - 1/18 or about 6-7%
precise: 5 gets a chance, 4 confirms - 1/6 or about 18%
against hull 4:
normal: 6 gets a chance, 4 confirms - 1/12 or about 8%
precise: 5 gets a chance, 3 confirms - 2/9 or about 22%
it cuts the number of criticals probably by a third to a half, making them less common. Precise weapons are much more likely to get criticals than regular weapons.
I had also put together a fighter-specific critical table (which eliminated several criticals that fighters could cause.) roll on a 2D6 and got several options.
Chern