The standard combat mechanic for WFRP3 works very well in most mass melee situations. The system provides a fairly fast-paced resolution system that allows a combat involving 3+ PCs to be run in a reasonable timeframe. WFRP3 is not about combats that last an entire session (typically).
However, there are cases where the default 'vs Defence' mechanic may lead to poor results - narratively and mechanically. The case in point being formal one-on-one duels. Take for example a duel of honour between two highly skilled fencers - to first blood.
Both combants are:
- Stance 2 Conservative on the first round
- Strength 4
- Weapon Skill 3
- Specialised in Fencing
- 2 Fortune Die in Strength
- Agility 4
- They have Improved Dodge and Parry
Using the default 'vs. Defence' check and assuming both Improved Dodge and Parry are used, the first actor has a 83% of success.
So essentailly this epic duel between two master fencers is decided on the initative test. Even if the 1st attack misses the result is simply a not very interesting. It's too quick. It has no drama. You might as well toss a coin. The situation is little better if the duel is to the death or yield.
The Errol Flynn's of the Old World don't make very elegent fight-scenes - they simply hack junks from each other until one falls over...
Would would be better in this case (imo) is a Competitive check - with some sort of threshold for getting through the opponents defences.
In this system the combants would make the competitive checks until one score three more successes than the other. This might be a fair number of rolls - but not a silly number. Even if the winner that round doesn't find an opening he may fatigue and stress the loser.
Once an opening is found the winner can use any action card he wishes - i.e. Melee Attack.
What do you think?