iamtim said:Just roll d%. Use criticals and fumbles. As skills go up, so does their chance to crit while their chance for automatic failure goes down. Crits trump successes, successes trump failures, failures trump fumbles. With two normal successes, he who wins by the most wins. With two failures, they both fail.
What about if you still use halving with your rule? So basically just "when both characters fail, lower roll wins" rule from rulebook is forgotten.
I haven't done the maths, but it feels quite correct .