Ok, I did finally tinker the Ironclaw mechanics I wanted to steal, and in the process fixed a few other things that had bugged me about the combat system but I wasn't sure how to fix. I didn't quite like the armor as difficulty level system I had, but I didn't like soak/damage reduction systems either, as they didn't take into account everything I wanted. I wanted armor to count and be important, but not to make it impossible for people to take damage from certain opponents. So my group and I hashed out some new stuff, that in playtest looked nice. You can see a full write up on the Fudge Deryni site (url below--although I still need to fix Special Attacks/Defenses to relfect the new change). Basically, the RD comes off the defense roll now instead of off the minimum DL...armor does have a DL rating, which if you beat it with your attack, they take full damage. If you don't beat it, the armor minuses off damage. The new damage and wound mechanics eliminate wound penalties, but it isn't a sure thing that you will survive...and I think makes Damage Capacity a more useful stat. Feel free to take a look and then let me know what you think. Jennifer The White Crow FUDGE Deryni and the Penn Ar Mor Ars Magica Saga: http://www.io.com/~whytcrow/rpg.html "Life sucks, but death doesn't put out at all...." -- Thomas J. Kopp "The difference between common-sense and paranoia is that common-sense is thinking everyone is out to get you. That's normal -- they are. Paranoia is thinking that they're conspiring." -- J. Kegler