Attacking someone with a sword is very predictable, defending with a shield is very predictable. We don't combine those rolls and have a single result - we have an attack (which either succeeds or doesn't) and a parry (which either succeeds or doesn't). Then we figure out damage, how much is blocked, how much gets through armor, etc. We DON'T have a single opposed roll. The Opposed Roll used in RQG results in a lot of ties - by design. It is roll low with the better level of success the win
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