Combat and injury questions and rules

I forget if I have posted this before, so forgive me :)

Im thinking of slightly tweaking the opposed roll combat to the following:

Attacker succeeds - Defender succeeds with a higher roll: Attack avoided (as it is now)

Defender succeeds, but a lower roll: Use the benefits from the original book (reduce damage by AP if parrying, minimum weapon damage and give ground if dodging)

Defending against a critical hit reduces it to a regular hit

Critical defense always avoids attack, and will turn a failed attack into a fumble.


This should avoid the odd instances of AP not really mattering for weapons, as well as crits being sometimes worse than a regular hit.

Im just worried if it might make defending a bit too powerfull, but I think Im okay with that.


Secondly, have anyone used the new injury system from the gamemasters guide ? It seems that it makes it far harder to die, but far easier to become incapacitated (which is a good thing in my book, and should balance out the almost unkillable creatures a bit)


Third, what has the impact been of capping Resilience at CONx5 ? In the games we've played, it never really became an issue. But with the new injury rules, is it even nescesary ?
How does these caps interact with magic ?
 
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