Here are some of my comments in my other topic "Combat tables questionnaire".
The tables will separate each damage size to its own column. The crit charts will be separate (as my HARP group prefers the two roll method) and I am initially planning on using the RM crit charts. I will do my best to balance everything.
I have taken the max damage for each weapon size (tiny, small, etc..) and crit type (slash, crush, etc..). Those numbers will be the max damage at a total roll of "120" on these new combat charts. At this point some may complain that it takes larger rolls to reach the same amount of damage, e.g. a dagger's max damage was reached at an 80 on the old tables, but will be a 120 on the table I am developing. This is for balance issues. Currently the tables will go to "150". After 120 the damage will increase and should be similar to a wrap around effect. Now, the crits will not be as deadly as they are currently up to 120. IMHO it is to easy to kill or be killed in HARP with a death roll at 120 and as low as 110. Higher rolls is a common occurrence in my games so weapon max damage is reached often, resulting in repeating crits. Besides, since the tables don't have any negative mods based on weapon size then it should be perfectly, at least I hope so.
Currently my tables go up to 150. The normal caps listed in the HARP Fantasy book are essentially the same except the target is reached for all attack types at 120. To break that you would have to roll something special or be using a special maneuver, or you could simply rule as a GM that the max is 150 on the charts. The RM crit charts and armor weakening rules (along with the damage reduction rules based on attack type vrs armor type) will be optional rules that the GM can use if she/he wants. I am attempting to make these tables as customizable as possible.
I am not going for simple, if I wanted that I would stick with the combat tables as presented in the HARP Fantasy book, as they do work well for what they were intended to do. I prefer and some others have indicated they prefer a more detailed (or granular) route. Many people prefer (as my players and I do) the two roll method, one for hits the other for crits.
Currently my tables resemble the H&S tables as the columns are separated by attack sizes (Tiny, small, med, etc..) and the current max results are at 150.
Where they differ is I use the max damage results in the HARP Fantasy combat tables per weapon sizes, at a result of "120" on the tables. So they are balanced with the current HARP combat guidelines only you don't need the weapon size mods on each chart.
A result of "120" on the tables I am developing is a max damage line but the tables go up to 150 for now. That line can be crossed though I haven't decided on to use the HARP rule of a natural die roll of 99 or 100 to break that or some other maybe easier way to break max method (any suggestions?).
Currently the crits on a result of "120" will indicate the same exact results as in the HARP Fantasy book per weapon type and size (HARP Fantasy; 80 was tiny, 90 was Small, etc..).
For example: In HARP fantasy a dagger's max damage result (25 hits) is the same result at 120 on my tables. The crits will differ a little though.
Also I am using only crit levels "A" to "E" with a # (1,2, or a 3) next to it. For one to reference the simple crit table (like H&S) and also for those to use the RM crit tables if they so prefer. One idea I am toying with is the #'s next to the crit letter (A1, A2, etc..) will indicate a mod to the actual crit roll on the two roll method.