for the head you are right, it does not matter, but for the center torso it became a game changer since an upper roll will always result in an engine hit and the lower roll will always result in a gyro/equipment hit. in a case like that you might as well use a D12, which 1) Changes the D6 centric nature of the game and 2) increases the probability of engine/gyro knockouts. would it make a difference with a computer based random number generator? no not really, but when using dice to serve that purposes it does make a statistically significant difference.
what this DOES do is make the pre-done record sheets entirely incompatible with the proper battletech game, thus overriding part of TRO 3063s mission statement.
Uhhh, you are not making sense here.
Lets do the math, lets say you get a CT critical, woot.
Old method, lets assume 2 medium lasers in the center torso, a regular engine and gyro.
First die 1 to 3, second die 1 = 8.33% Chance Engine Hit
First die 1 to 3, second die 2 = 8.33% Chance Engine Hit
First die 1 to 3, second die 3 = 8.33% Chance Engine Hit
First die 1 to 3, second die 4 = 8.33% Chance Engine Hit
First die 1 to 3, second die 5 = 8.33% Chance Gyro Hit
First die 1 to 3, second die 6 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 1 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 2 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 3 = 8.33% Chance Engine Hit
First die 4 to 6, second die 5 = 8.33% Chance Engine Hit
First die 4 to 6, second die 5 = 8.33% Chance Medium Laser Hit
First die 4 to 6, second die 6 = 8.33% Chance Medium Laser Hit
So, total the engine has 6 criticals, the gyro 4, the medium lasers 2. Thus you have a 6 in 12 chance (50%) of an engine hit, a 4 in 12 (33%) chance of a gyro hit, and 2 in 12 (17%) chance of hitting a medium laser.
Now, lets look at my method:
First die 1 to 3, second die 1 = 8.33% Chance Engine Hit
First die 1 to 3, second die 2 = 8.33% Chance Engine Hit
First die 1 to 3, second die 3 = 8.33% Chance Engine Hit
First die 1 to 3, second die 4 = 8.33% Chance Engine Hit
First die 1 to 3, second die 5 = 8.33% Chance Engine Hit
First die 1 to 3, second die 6 = 8.33% Chance Engine Hit
First die 4 to 6, second die 1 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 2 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 3 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 5 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 5 = 8.33% Chance Medium Laser Hit
First die 4 to 6, second die 6 = 8.33% Chance Medium Laser Hit
So, total the engine has 6 criticals, the gyro 4, the medium lasers 2. Thus you have a 6 in 12 chance (50%) of an engine hit, a 4 in 12 (33%) chance of a gyro hit, and 2 in 12 (17%) chance of hitting a medium laser.
Would you look at that, EXACTLY the same!!!
Statistically the order of the criticals, or their placement, has ZERO impact to their chances to get hit.
Rolling 2d6 produces a 2 to 12, on a bell curve. Rolling 1d6 for group and 1d6 for slot produces a result of 1 to 12 on a flat 8.3333% chance per slot.
Statistically there NO difference either way, statistically you could roll a 1d12 instead of 1d6 and 1d6 and it would be the EXACT same.
Now, if you really like the whole "I rolled a 2 on that CT hit, let me roll again.... 4, engine hit, woot!" instead of "I rolled a 2 on that CT hit, since it took no criticals I'll just mark off any engine slot, woot!", well, I can't argue with that, but mathematically it simply doesn't matter where criticals are located.
These are hard numbers, not my opinions, and you can't really argue with that. Well, maybe in the battletech universe that first die "intended" for you to hit a gyro, but since there is no gyro anymore you have to hit the engine, and now your charma is screwed up.
And remember, engines aren't always the same size, compact engines, compact gyros, HD/XL gyros, etc, are now ALL easier to deal with under my new slots than they used to be. Engines are ALWAYS all 6 upper, and sometimes 2 or 4 lower, and gyros ALWAYS follow engines, its more consistent.