The Core Rule Mechanic

This is an attempt to explain the basic rule behind the whole game; I've tried to make it understandable...
The rules of the Ravensrodd game are based around Tests. Each time a player carries out an action with one of his models, he will have to take a Test.

This involves one of the model's Characteristics. Which one will vary depending on the type of action being carried out. The acting player rolls 2d6, and adds the result of this dice roll to the model's Characteristic, plus or minus any modifiers that may apply. This is his Test Score.

The Test Score will then be compared either to a Required Value Test Score for some tests, or to the opposing player's Test Score. If the acting player's Test Score is equal to or lower than the opposing Test Score, the action fails. If it is higher, the action succeeds.

To determine how well it succeeds, subtract the opposing Test Score from the acting player's Test Score. This number is the Test Result, and the higher it is, the more successful the action is.

Example 1: John Coupland is running over Difficult Terrain. He rolls 2d6, scoring a 3 and a 5, for a total of 8. He adds his Movement characteristic of 6, for a total Test Score of 14. The Difficult Terrain has a Required Value Test Score of 9. John's action succeeds, with a Test Result of 5 (14-9).

Example 2: John Coupland attacks Thomas Scathlocke. He rolls 2d6, scoring a 7, and adds his Strike characteristic of 5, for a Test Score of 12. Thomas Scathlocke rolls 2d6 and scores 9, adding his Block characteristic of 4, for a total Test Result of 13. Coupland's attack fails.

Well that's the core rule behind the game. It needs to be kept simple - in a game like this, all the weapons, equipment, experience based skills and scenario rules add complexity. If the basic game concept is already complex, the whole thing just bogs down and needs endless rules referencing to play... that's something I'm keen to avoid.