Heres a thought for the new opposed skill combat matrix that might tidy up a few queries.
If the opposed test favours the attacker, the matrix is used as is.
If it favours the defender, the result is shifted one step in the defenders favour.
I’m still thinking through the ramifications of this, but I thought it might help tidy up –
A shield block (OT to attacker, more passive defence) or parry (OT to defender, more active defence) as a basic simulation of both uses of shield.
Same with weapon parries and dodge, allowing a partially or fully successful defence simulation.
Doesn’t change a whole swath of existing rules, and may work (at least for my campaign).
Any large holes I’m missing?
If the opposed test favours the attacker, the matrix is used as is.
If it favours the defender, the result is shifted one step in the defenders favour.
I’m still thinking through the ramifications of this, but I thought it might help tidy up –
A shield block (OT to attacker, more passive defence) or parry (OT to defender, more active defence) as a basic simulation of both uses of shield.
Same with weapon parries and dodge, allowing a partially or fully successful defence simulation.
Doesn’t change a whole swath of existing rules, and may work (at least for my campaign).
Any large holes I’m missing?