I'd like to point out that the attack/parry cycle was not really a problem in SB5/Elric!, especially at high skill levels, and that feinting was just a matter of splitting that high skill level appropriately. That is, someone with 135% (I had one campaign that got considerably higher than that) and DEX 13 could 'feint' with 50% on his first attack and five DEX ranks later make the 'real' attack at 85%...if that's not at feint I would like to know what is. And that tactic was really effective if used with a long weapon. Of course this is apparently the default method in the new book anyway.
But I simply see NO REASON to add opposed mechanics to this system. It has a solid base mechanic already...the percentile roll...which can be made to do all the tricks necessary for a good solid simulation. Mind, I do use games BASED on opposed rolls sometimes (Talislanta 4) and I wouldn't want to see some percentile mechanics bolted on to that system. It would clunk it up just like opposed rolls clunk up BRP.
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