The opposed rolls mechanic has been discussed in other threads on the forum, but not in the actual feedback threads.
Opposed rolls does not in any meaningful way take the passive parts skill level into account, but is simply a skill roll with a bane-like mechanic that favours the unskilled. See this table done by SirD (passive is y-axis, active is x-axis):
This gives rise to a number of unwanted artifacts in the game:
-A powerful NPC is very vulnerable from the special attacks of grappling, disarming and toppling, since NPC:s are not allowed to dodge or parry special attacks (where they could use their full skill level), but instead has to defend with a skill level that is “capped” to that of their attacker.
-For example: A knight with sword 18 attacked by an unarmed peasant with Brawling 7, will never be able to defend with any skill level over 7 if the disarm hits. This gives the peasant a whooping 30% chance of success to disarm, compared to the rough 4% chance of landing an ordinary attack.
-There is nothing the knight can do about this 30% even if he has all the heroic abilities and 18 in all his values, if the peasant has won the initiative.
-Further, your CON-value has almost no meaning when you try to withstand poison or disease.
-Your WIS-value has almost no meaning when trying to withstand someone trying to use DOMINATE on you.
-It’s no real difference in trying to Persuade the town major (WIS 18) or the town drunk (WIS 5).
In the rules for opposed rolls it says that they should be used sparingly, but since PC:s can decide for themselves how often they should use the special attacks in combat, this will not be able to be implemented by all GM:s.
Opposed rolls in combat in their current form has all the signs of a "broken" mechanic. There are numerous viable options and possible fixes discussed in these threads:
https://forum.frialigan.se/viewtopic.ph ... 3&start=10
https://forum.frialigan.se/viewtopic.php?t=10659