We've already seen how the dice pools work, which included an example skill use. We know (I think) that Weapon Skill is now a skill and not an attribute. I'd like to see more of how combat will work. Is it opposed rolls or vs. a target number? If the latter, what is that target number based on?
I would prefer to see an opposed roll in combat, as I think it would provide a lot of advantages over having armors reduce damage by 1, 2 or whatever fixed number. I made a guess of how such a system would work in a previous post, or at least how I would start creating house rules; the basics would be:
1. Each armor allows you to roll a certain number of Blue Dice. For each success you roll you'd diminish the attack success by 1 (or maybe you'd need two successes to reduce the attack successes by 1 to make combat more dangerous).
2. Dodge and Parrying allow you to add different types of dice to the "defense roll".
The advantages I see are:
1. You now have a clearer view of how the defense worked: did the armor absorbed the blow, or you half parried the blow then the armor took care of the rest?
2. You can add all sort of effects. Examples:
-an armor looted from a Chaos Marauder could be very good (many Blue Dice) but is cursed (you need to roll a Black Die) so it could slowly corrupt your character or make him crazy.
- some armors could add difficulty dice. Banes in difficulty dice would mean your character gets tired or your armor gets damaged.
- parrying could be simulated by rolling the Reckless (Red) Dice. Exhaustion symbols could be interpreted as your weapon taking damage from the parry.
- dodging could be simulated by rolling Cautious (Green) Dice. Hourglasses could then be interpreted as your character getting fatigued.
the advantages I see in a pool of dice are that you can easily think of new ways to interpret the results, so I think we'll see a plethora of house rules and variants when the game is finally published, which is very good as, in my opinion, RPGs should foster imagination and a pool of dice does it better than a simple probability roll.