I just got the game and haven't played yet and I'm having trouble with combat from the NPC's perspective, Players add up their pool roll success hits and fail means they miss. My question is what happens when a player is attacked, do I make a pool against the player and roll just like the player would, that seems to be what I understand, but that leaves the player just there to watch the fate of his character as I roll the attack pool. If that's the case could I perhaps change things for a more player controlled encounter.
Perhaps when a player attacks he is in turn countered, success the player hits and fail the enemy hits, the player I imagine would hit more often so to balance it out, disadvantages are scraping hits (sorry can't think of a better word right now) dealing a point of damage per one rolled, example the player succeeds but takes three damage from a scraping hit, The problem with this scenario would be advantages and disadvantages would have to not cancel each other out. Oh and triumph would do its thing as normal but despair would mean the enemy hits also.
Or maybe the players make defense rolls using vigilance, one roll using the skill and opposing purple and red dice as the enemy's attack roll. This however would mean you'd have to throw range difficulty dice out the window using it only as a max range for the weapon.
So could someone either explain how combat works within the rules or comment on which of these would work or if neither does and perhaps make some suggestions.