Decreasing dufficulty and increasing chance of success is the same :-p
Not quite, but still.
The system of (characteristic+skill)/2 + 1 misfortune/skill level gives a propability of between 52 and 56 percent chance of success for the active party when they are equal from 1/0 to 6/3 char/skill. Alternatively you could use competitive checks, but that means twice the dice rolling. I'd still say max opposed difficulty should be the heroic difficulty (5d), so you still have a chance against that monster with 10+ in a stat and skills (possible with the epic npc templates).
But from our last session I'd say that the general hit rate in combat is just fine with the base rules plus our small additions of a chaos star counting as a challenge and the comet counting as a comet and a boon (but can't be used as a success). The NPC's have access to more defence now and the players have some good defence if they pick the cards for it. Still against an epic troll, defending is insanely hard when he has 10 dice as a base for the attack from his strenght alone.
Next session I'll also try to revert back to RAW movement rules, because it fits the game better with more abstract and narrative movement and positioning. We'll just use the grid as a guideline for range bands and for my beautiful drawing skills :-)
I have thought about combat too. When you attack a npc, you assemble your base dice pool: str+skill+d1+card for instance. While you do that I assemble the npc's defence dice and hand them to you. That means most of the time you assemble the same pool and I find the rest at the same time. It works the other way around too. When an npc attacks you, I assemble it's base pool and you find all your defensive dice and hand them to me. That will streamline dice pool assembly a bit. On top of that people need to have some numbers either memorized or on a card in front of them: total damage, total soak, base defence. Perhaps a combat reference sheet would work. A small action card sized sheet with all the numbers. But honestly memorizing three numbers should be easy. Perhaps start each session with 10 minutes of quiz your combat numbers :-D
I'm also considering the return of an old house rule. Critical hits inflict their severity in wounds. It works that way for henchmen per RAW, but I think it would work well. I have also considered removing the characteristic from damage total and instead calculating damage as: weapon damage + total successes + wounds from crit severity. Characteristics still influence damage because of the dice pool, but it would just be more dynamic. Any damage on the action card would be added as well of course.
For instance: our troll slayer hits with his great weapon and gets 5 successes and a sigmars comet he uses to crit. With a base melee attack his damage with a severity 3 crit would be 17. With only one success and no sigmars comet, damage would be 8. These two numbers could be compared to his normal damage of 14 with two sucesses. It creates a much bigger spread in damage output, makes criticals more useful against one-encounter npcs and those odd checks with a huge amount of successes, that happens once in a while, become truly epic. Average damage would be slightly lower, when not triggering criticals, but I don't see that as a bad thing.
Edited by Gallows, 01 October 2013 - 04:22 PM.