guildsbounty
First Post
I'm actually still just using Hull Points. For every 10 points of damage the ship takes, I let the players repair 1d6 Hull Points with Mending; the rest of the damage is considered to be too big and structural to be repaired by the Mending spell's size limits, although a Fabricate could work (with an ability check for quality). Weapons that do hull point damage X do Xd6 hit point damage--there's always a loss in effectiveness when scaling down to creature size. (I think this was a 2nd edition rule for Hull Points too, but it might have been just my house rule.)
Your Siege/Super-heavy distinction is interesting, but for me would be unnecessary.
Part of why I am trying to unify HP and damage rules...is because it seems a bit off that you can get shot right in the face with a cannon the size of an entire ship...and only take 3d10 damage. A person getting hit by a siege engine is not going to happen often...the big ones aren't that accurate. But if you DO hit a person with it, there isn't going to be much left.
The current snarl I'm running into with nailing things down is trying to figure out how to handle enchanted siege equipment. In Spelljammer, they did +1 hit point damage OR +1 hull point damage, depending on what you hit with them. To balance it the way I have been, I would either need to set it hard and fast at +1 damage (which is nearly negligible against the vast HP stores of a ship) or set it at +10 damage (which would reduce a human into a greasy smear).
Then again...for the most part, the +X on a weapon is, IMO, most valuable for the +X% chance to hit, rather than a fairly small damage boost...so it might be fine with a flat +1 to damage.