Hi guys, is there someone that has never thought about a house rule for making active the defense in BRP?
Actually if I have a 50% in Use Handgun and check, i.e., 23%, I hit the target even if he has an high Agility. It's true that the target may try to dodge but if he decides to hit me instead of dodge my attack, he is automatically hit on my 23%.
In other game systems like D&D or Hero System and so on, the target always offers a difficulty level to the attacker and this level is often based on his/her/its abilities (Agility, Dexterity, Martial Arts skill, or a mix of them...).
Why this isn't possible in BRP? I know that this concept is intrinsically tied to Basic rules but, according to us, it could be possible to work out a sort of "defensive skill" derived, i.e., from the values of Size/Agility/Dodge or similars? And, then, check on this "defensive skill" in order to avoid the otherwise successful enemy's attack? Or better, subtract the % of the target's "defense skill" from the chance to hit of the attacker and check on this difference in order to hit or not?