vitalis6969
Mongoose
Given the below wording that I quoted from the new rulings, this pretty much makes the Critical/Critical, Success/Success, Miss/Miss, Fumble/Fumble section of the matrix absolutely friggin useless ???????
I mean, the shear ODDS of rolling identical rolls after all modifiers isn't even worth figuring out. The system was right before, now you fixed the matrices to include criticals and fumbles, why did you have to include the whole "opposed rolling rules"...
One way or the other, matrix or opposed rolling... not a mix of both because this just takes too much figuring to deal with. I'm sure this was an attempt to make attacks more effective when dealing with hero level characters and creatures, but it really just seems like a band-aid stuck on a broken idea... And as players, we really shouldn't have to "figure anything" before consulting a matrix...
I'm sorry, I always stick up for you guys, but this one just seems to be on the "huh? what???" pile...
Now, as a fix, I suggest the simple following, which won't be used because these are the new set-in-stone rules, but bear with me :wink:
Keep the opposed rules as you have them completely described for combat. Just two things:
1. Forget that whole lowering what you rolled if you loose thing...
2. Drop the matrix all together for both dodging and parrying. Keep it SIMPLE... Judge a success or a failure just like you would for any other roll in the game. GET RID OF THE MATRICES... They are a great idea but NOT NEEDED... AT ALL...
If something is dodged, its dodged, simple as that... If something is parried, then it is parried up to the AD of the device used for parrying, simple as that... no need to consult a broken matrix for special effects... If I roll higher to hit than you roll to parry or dodge, then you are hit... EASY
-V
I mean, the shear ODDS of rolling identical rolls after all modifiers isn't even worth figuring out. The system was right before, now you fixed the matrices to include criticals and fumbles, why did you have to include the whole "opposed rolling rules"...
One way or the other, matrix or opposed rolling... not a mix of both because this just takes too much figuring to deal with. I'm sure this was an attempt to make attacks more effective when dealing with hero level characters and creatures, but it really just seems like a band-aid stuck on a broken idea... And as players, we really shouldn't have to "figure anything" before consulting a matrix...
I'm sorry, I always stick up for you guys, but this one just seems to be on the "huh? what???" pile...
Now, as a fix, I suggest the simple following, which won't be used because these are the new set-in-stone rules, but bear with me :wink:
Keep the opposed rules as you have them completely described for combat. Just two things:
1. Forget that whole lowering what you rolled if you loose thing...
2. Drop the matrix all together for both dodging and parrying. Keep it SIMPLE... Judge a success or a failure just like you would for any other roll in the game. GET RID OF THE MATRICES... They are a great idea but NOT NEEDED... AT ALL...
If something is dodged, its dodged, simple as that... If something is parried, then it is parried up to the AD of the device used for parrying, simple as that... no need to consult a broken matrix for special effects... If I roll higher to hit than you roll to parry or dodge, then you are hit... EASY

-V
The attack and defence rolls are then made simultaneously by the combatants and the results compared according to the opposed test mechanics: as usual a Critical Success always beats a normal success, but if the success levels are equal, the higher Success roll wins and the lower roll is demoted by one level. I.e. if both combatants roll a normal success, then the higher roll remains a success, but the lower roll is downgraded to a failure, or if both roll a critical success the lower roll is downgraded to a normal success. This may seem unfair when both combatants have succeeded, but it is a logical outcome. In such situations the winning opponent has exhibited either greater luck or greater competence, and turned the situation to his advantage.
If one of the combatants has a weapon skill in excess of 100%, and the skill is a standard success, the skill’s value in excess of 100 is added to the result of the dice roll, increasing the chances of victory in the Opposed contest.
Where the participants tie: i.e. the result of the Opposed roll, taking into account all modifi ers, is an identical score, and the level of failure or success is the same, then both have achieved the same result on the appropriate combat matrix.
The outcome of each combatant’s roll is compared on the table appropriate for the defensive method being used and the results applied.