Frankly I'm not 100% satisfied with the two-weapon fighting rules as written. I really like the use of Zocchi dice...that part works out great. I'm not totally satisfied with the scaling of crit possibilities. It still feels, well, awkward -- not intuitive or easy to remember. I'm open to elegant solutions...
possible solution #1:
Consider the following: your character just scored a critical hit on his foe... why worry about whether the second hit is a critical until you know that the F**ker is still alive! Determine the result of the crit; which is likely to leave your foe at your mercy, then have the second attack score a crit if you roll beats their AC by 3+?
Possible solution #2:
In essence, the entries on the critical hit charts are really just "interesting & gruesome" forms of damage: why not make the the crit check a function of damage. Any weapon that strikes and does max damage allows for a roll on the appropriate crit chart. To cut back on the number of crits just have a row or 2 added in the right spots on the charts that say: "no extra damage," or "no further effect."
I don't particularly like the zocchi dice... especially considering their price. Next Sat. I'm going to go down to a game shop and will have to convince strangers to go buy some zocchi dice: just to properly beta test a new game system... that'll be a hard sell, assuming the game shop even has any for sale.
1d6/2 = D3
2d3-1 = D5
2d4-1 = D7
2d6-1 = D11
2d8-1 = D15
2d10-1 = D19
2d12-1 = D23
2d20-1 = D39
Is it acceptable to use the old die conventions?
Example: Ive been using D39 in place of a D30...
where a roll of 31-39 = 1-9 (respectively) on the applicable chart.