adunaphel said:
But if the attaquant fail and the defensor is succesful the attaquant does half damage versus that defensor ??? So the defensor is hit because he was successful and would not have been hit if he failed !
It's still quite weird isn'it ?
It is a bit weird, but that's because its an abstraction, based on MRQ's Opposed Tests.
If you actually use the system for real, you'll discover that what normally happens between two opponents of
roughly equal Weapon Damage and Damage Bonus, is that the failed attacker's half damage rarely ever penetrates the deflection of the successful defender.
Thus for all intents and purposes, the failed attack has effectively missed. Since by implication (in your example) the defender automatically receives a special effect, he could always just select the 'Attacker Misses' to ensure the miss... In playtesting it was the unarmoured fencer's favourite choice!
Damage only regularly starts to leak through when facing significantly larger creatures/weapons. At this point it comes down to a question of how you interpret the abstraction of the mechanic...
For example, when a bear makes a failed attack against my successful defense, its not that the creature missed me completely (such things are actually rare in real-life combat - assuming you are properly within engagement range). The claws might not have hit past my shield, but the rest of the bear's arm may have buffeted my head as it glanced off, or smacked my shield back into my face, or wrenched the muscles in my arm, etc. Against a fellow human the effect probably wouldn't be very great... but in the case of a bear, it's strength and size means that its still very dangerous.
Such incidental damage is very common in melee combat, and I have seen/experienced many such injuries, despite the fact that the attack had been (technically) blocked/deflected successfully. It becomes more frequent against larger opponents or fighters using bigger weapons.
So from my perspective it wasn't a problem, or even a flaw. Indeed, its a far more realistic portrayal of what happens when a warrior goes up against something out of his weight range!
Wouldn't it be more logical that if the attaquant fail his roll he does no damage whatever ?
In certain circumstance (or game styles), yes it would. And indeed if you look at my 'Streamlined Combat Resolution Table', that's exactly what happens.
However, if you want to have a more detailed system using deflections, the success levels should be interpreted in a more abstract manner to work smoothly. Adding specific exceptions for certain combinations of success levels screws up the simplicity and elegance of the mechanic, ending up with horribly messy tables - which was what I was trying to avoid in the first place.
Whilst at first it might initially seem illogical, try running a few trial combats and you should find that the mechanic works very neatly!