Nice batrep. Honestly, that's an exceptionally realistic result between the two vessels.
I haven't actually developed the Damage Control rules, yet. In general, DC should require a 1-turn delay before the issue can be dealt with, and the TN would be progressively easier to make as the game continues (ie, the longer you work on something, the better the odds you fix it). Something - NOT OFFICIAL - like "fix stuff on an 8+ on 2d6, lower the TN by 1 for each turn you keep working on it."
Ships are intended to have 2 Damage Control Parties in total, unless they have the Dispersed Damage Control quirk (infinite # of DC parties, but major penalty to succeed). Limiting the number of parties forces the DCO (ie, the player) to make hard choices about when and where to dispatch their DC crew.
>Aiming for low numbers is kind of odd
It's easier to make the penalty/bonus math intuitive this way. Making a penalty a negative number is intuitive, but if you combine that with a "roll high" system, it doesn't work.
>critical hits being on a 2D6 is such a great idea...makes things like explosions much less likely.
Thing is, magazine explosions aren't *supposed* to be likely. In terms of "shells fired to magazine explosions", they're ludicrously uncommon (between Beatty, Hipper, Jellicoe, and Scheer, Jutland had something like 12,000 main gun shells fired, resulting in a few hundred hits, resulting in 2 cordite fire explosions and one actual magazine detonation). With that said, something I am planning on doing is adding a few "luck points" to Captains (like 1-2 total per CPT), allowing them to shift die results. So rolling your 3 becomes a 2 becomes a Cordite Fire possibly becomes an explosion.
Gameplay vs accuracy. Always tough to dial in.
I applaud the hell out of you, Bismark-user, for taking a totally unfinished ruleset and trying to throw a battle together. Massive kudos.