LoreGuard:
Potential... if you actively defend you win on a tie... if you passively defend you lose on a tie... unless you were only attacked by a passive attack (if that exists - like an AoO - or something like that that is a free or AoE attack)
Usually for these types of games I like to establish priority as Player>Monster>Defender>Attacker, but active vs. passive defense is a nice touch. I've never been fond of active vs. passive offense though, so I'm not sure I really use it.
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Or allow them to roll once... and if it is higher than their passive roll, it can be applied vs. a number of attacks equal to their speed.
So I like the idea that one defense roll can be used on a number of attacks equal to your speed as long as your actual successes beat their successes.
So if you got 4 successes on 3 speed, you could defend against 3 attacks that don't get more than 4 successes, but if the second attack gets 4 successes(or 5 in the case of active defense) then further attacks against you would succeed.
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Of note: Saying Mooks get 1/2 their speed as a base... makes them roughly equivalent to someone with a 3 (or is it 4) skill? Is that correct? Is that what you are intending? (it is true, that since it is static a mook would get no benefit from odd speeds, as a limitation of sorts)
Someone with a 3-4 can exceed them but is otherwise equivalent in the most likely success rate, yes. It is intended as a disadvantage that mooks can't roll defense, but say... a Lute playing contest involving speed would be Speed at Lute difficulty if that's what the contest was going for. NPCs could get rolls for that if it was storyline compelling and be on a more even keel. But it's easier to come up with 7-15 competitor names than a name for every bandit. Even still, some competitors are assumed to be making 1-2 successes. That separation between the figurative 'Men and the Boys' is kind of what I'm looking for.