master of reality said:
If the defender parrys, I use Pete Nash's wiki rules. If the defender chooses to dodge, I use the updated dodge table. A fumble only occurs on a roll of 00, never from an opposed skill result. The defender must choose whether to parry or dodge before the attacker rolls. If the attacker fails and the defender chose to dodge, the attack misses completely. If the defender chose to parry on a failed attack, then, in accordance with Nash's rules, the attacker rolls 1/2 damage. The defender might also get certain advantages depending upon the outcome of the opposed combat skill test. Between human combatants the defender's weapon usually absorbs all the damage from the attack. Against a Great Troll, however, the defender might not be able to deflect all the damage, even if it is only half, but what kind of a fool tries to parry a blow from such a massive creature anyway.
What about changing the rules in this way :
Attack :
Fumble : (ill effect) + dmg = 0
Failure : dmg = weapon minimum
Success : dmg = rolled
Critical : dmg = weapon maximum
Parry
Fumble : (ill effect)
Failure : dmg reduction = 0
Success : dmg reduction = weapon's AP
Critical : dmg reduction = weapon's AP*2
Dodge :
Fumble : (ill effect)
Failure : no effect
Success : Attack level of success reduced by 1
Critical : Attack level of success reduced by 2
Plus, in case of a tie on the success level, the lowest roll sees its level of success reduced by 1.