Quote:
Originally Posted by RosenMcStern
Frogspawner: In a fencing or kendo contest, it works exactly that way - either you hit or you miss, no "amount of damage to be blocked". And this is better portrayed by an opposed roll than by checking if the blow overcomes the APs. However, in a real battle you will see a lot of blows clumsily blocked with shields and wapons just to avod being killed, so I just allow both options - opposed and unopposed rolls.
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From what you say, both real battles and stylised duels would be best portrayed by normal rolls (non-opposed), with a special ability for more highly skilled combatants (such as the over 100% reduce-the-opponent's-skill effect).
Opposed rolls just add game-mechanic confusion, not realism.