Thanks! You have a big Butt, there (*har har*) :lol: ... and a fair point. Lets remember though that what is likely to happen is that most people who log onto the system will be coming in as Players of some GM. Most of those people (the hugely vast majority) will not come in as MY players, and so they actually will not see Elthos, the world, but instead will see their chosen GM's world. Every Player who decides to GM will get a new world. That world will come with some stock stuff, and a very limited set of stuff at that. This includes skills. But, the new worlds get their default settings and stuff from the Default World, not Elthos. So they will not get any of the new things I'm adding to Elthos... unless they specifically go to the Trading Post, and choose to add things from Elthos, or any other World whose GM has made his or her things Public. Given that, do you still feel as strongly about excluding this rule from Elthos?
Personally, I think it kind of fits with Elthos, which may get a bit GURPSy, in a small way, but not ever go nearly as far as GURPS does... pretty sure.
As for what Hits are... actually in Elthos (ie my conception) Hit Points are the number of points in damage it takes to kill someone, and do not reflect dodging or armor advantages. Those advantages / modifiers related to Parrying and Dodging are implied and are related to Dexterity, so yes, you're right - a person's natural ability to dodge and parry instinctively is related to Dexterity (or the lack thereof - remember you can have a negative Dexterity Modifier) . When a character "Hits" another, the armor Absorbs the force of the blow to some degree (in an advanced far more GURPSY system the armor takes the Hits itself and disintegrates over time, requiring it to be repaired or replaced). When the force of the blow is absorbed by the armor, the amount of damage actually delivered to the Character (Hit Points) is reduced by that amount. So yes, High Dexterity does increase your chance to avoid attacks. But with training you can increase your ability to Dodge and Parry. Not all characters who may need to fight are going to necessarily have High Dexterity. For those who don't (lets say a 1 or 2 Dexterity Fighter (remember there is no restriction on lower Dexterity for Fighters) having the Parry Dodge Skill available will be a skill they can focus on that will allow them to survive combat much more readily, despite it's technical disadvantages. If you every play a low Dexterity Fighter, I'm thinking you're going to see the usefulness of the Parry Dodge skill to you. Maybe I'll toss in a low Dex fighter and give him Parry Dodge so we can play around with the idea and see if it works or not. If not, I can always delete it.
Overall, remember, though, that every GM can make their own world as GURPSy as they want. I think through experimentation people will settle on the right level of it for themselves and their Players.
Also, to make things easier I am now including the Skills Description in the Character Sheet print outs. That will help a lot. Originally I didn't because the Skills had descriptions like "Lock Picking" without any associated rules. Now at least some skills have more specific rules, so it will be good to have them right there on the character sheets.