I have been reading over the "fast static combat" rules for Mini Six. A character's dodge value is equal to the number of pips in their dodge score, so a character with dodge of 6D would be hit if the attacker rolls over 18.
Having static defences removes the need to roll the dodge skill for anything, and the fact that D6 system combat is so lethal means that you really, really, don't want to get hit. Therefore, just about everyone will spend the maximum 2D in dodge.
That smells suspiciously like a "skill tax" to me, and I'd like to tweak the combat system to remove it.
I have two ideas:
- Make the PC's dodge value twice the number of pips in their agility stat, so a PC with agility 4D would have dodge 24. This is actually a buff for characters with more than 1D+2 in agility, but I'm thinking of allowing specialisations in combat skills to compensate.
- Make the PC's dodge value equal to the number of pips in their highest combat skill, a la Feng Shui.
What implications would each of these have (whether problems or benefits)? Am I missing a more obvious fix?