Here's an idea I've been tossing about lately. But first, let me digress.
I don't use the much-debated halving rule. When making opposed checks, I just have everyone make d100 rolls against their full skill amount with crits>successes>failures>fumbles. If both succeed, the character who has the greatest margin between their roll and their skill level wins.
So in the interest of a unified mechanic, what about making combat run the same way? Instead of rolling an attack, rolling a defense, and looking it up on the combat chart, just make it an opposed check? It would create interesting results where it came down to whoever rolled the lowest under their skill if both attack and defense were successful.
Hmm. Workable?
I don't use the much-debated halving rule. When making opposed checks, I just have everyone make d100 rolls against their full skill amount with crits>successes>failures>fumbles. If both succeed, the character who has the greatest margin between their roll and their skill level wins.
So in the interest of a unified mechanic, what about making combat run the same way? Instead of rolling an attack, rolling a defense, and looking it up on the combat chart, just make it an opposed check? It would create interesting results where it came down to whoever rolled the lowest under their skill if both attack and defense were successful.
Hmm. Workable?