We haven't had a new question here for a few days, so time for a new one: Parrying.
I've got my first actual game of TBZ coming up in a couple days, so I'm watching appropriate anime, samurai movies, and even a couple episodes of Zatoichi (which I've been aware of forever, but never actually seen before). As I watch this, I can't help noticing how much time evenly-matched swordsmen spend with their blades locked or simply deflecting attacks. TBZ's "both roll their weapon skill and whoever gets more successes lands a hit" doesn't seem to match that. Granted, TBZ does allow for no hit to be scored on a tie, but ties aren't nearly as common as parries are in the source material.
How do others reconcile this? Personally, I've come up with two ideas so far:
1) Harkening back to countless articles about "Hit Points are luck, stamina, etc., not actual physical damage", an attack which only inflicts a loss of Vitality could be described as a parry rather than a hit. This conflicts with the descriptions in the rules of Vitality loss representing bruises, damaged clothing, minor cuts, and the like, but the change is purely descriptive and has no mechanical impact.
2) Require the defender to roll twice as many successes as the attacker in order to land a counterattack; if the defender gets more successes but not twice as many, then the blow is only parried. This feels like a major rule change, making offense more potent than defense (which I actually kind of like; having absolutely no distinction between the attacker and defender aside from which Arts of War can be used doesn't sit entirely well with me) and greatly increasing the impact of "whoever gets fewer successes is treated as if they had rolled zero successes" maneuvers when defending.
I like the second solution, which intuitively feels like it would produce results similar to what I'm seeing on my screen: A stronger swordsman will cut down weaker opponents just as easily on defense as on offense, but mostly just parries blows from an evenly-matched fighter. However, I also worry that it may be too big of a nerf to defense.