duncan_disorderly
Mongoose
RosenMcStern said:The old table was fine except that it wasn't, as you often pointed out, complete with all the criticals and fumbles on it. Now it is.
It was not me who pointed this out. The addition of fumbles in the main combat matrix is just a waste of space. The outcome is exactly the same as the corresponding "failure" box, except that you roll on the Fumble table.
This suggests you haven't actually read the new tables as it is not true in every case - for instance, a defender who fails to dodge against a fumbled attack is not forced to give ground (He presumably does step back, but the attackers failure to press the atack allows him to recover). Also a fumble against a succesful attack appears to upgrade the attack to a critical.
I'm sort of ambivalent on the fumble tables. They can be a good thing, but if applied too blindly can cause problems.
At a first glance the combat improvements look better, Unlike the version printed in the rulebook, they at least look like they are worth trying... I'm not convinced about ties demoting the lower roll yet, but it might work - I'd prefer a "half step" so for instance on the dodge table Success v success would be soemthing like "Attacker has High Roll - cause 1/2 rolled damage, Defender has High roll - cause min damage"
Conceptually I prefer not having to roll parry or dodge unless the attack hits - it is (generally) less overall rolling and makes tracking reactions easier, as well as making life easier when one party is outnumbered or outgunned, but in practice the opposed roll makes more sense.