I have a few ideas/questions I would like to throw out to my fellow GMs/home rulers. Before we get started there are a few things I should clear up. First and foremost, I understand what this game is. Narrative first, non-antagonist GM/player dynamic. There is no need to reiterate this, I feel my ideas are compatible with that style of game play. Secondly, I know this is an incomplete game. I have read they beta rules fairly extensively and I have run the beginner set, I understand these in no way represent FF’s vision of the finished product.
What I was wondering is why FF decided not to make use of opposed rolls in melee combat scenarios? In my head it makes sense that two characters wielding melee weapon would be actively parrying each other and the opposed roll seems to be the simplest way to represent this mechanically. Obviously an armed attacker versus an unarmed defender would default to the default easy difficulty for combat “to-hit” resolution.
My second question is would this game benefit from a derived defensive attribute. Perhaps something as simple as a difficulty upgrade for every 2 points of agility or you could add a setback die for agi = 1-2, difficulty die for agi = 3-4 and upgrade die for agi = 5-6 . I know this puts an even more unnecessary focus on agility but I have hard time wrapping my head around a system that only uses range as a “to-hit” difficulty.
These are just some thoughts for potential house rules, please feel free to tell my why they rule, suck, need more/less work etc I look forward to hearing some of your ideas. Cheers!