I was referring to the skill card in the example.
Balgin, every hero has different dice ranges, some have lots of attacks and smaller dice, its not all about the big hit. you can score a big hit and do 2 wounds sometimes 3. but then 3-4 hits that do 1 are just as effective.
a parry (unless its a skill) is when two people score the same on the hit dice, they effectively cancel each other out.. there are some skill cards that enable more choice about what and when you parry, that depends on your character and their combat style.
I suppose it tends to mean that the heaviest hits land first then momentum winds down. And that would be why Parry only stops the first (instead of letting you chose). But a d16 is going to be awkward. I was hoping it was supposed to be a 12 or something.
No your eyes do not deceive you - it is a d16 - so yes you might need to buy in some extra 'exotic' dice. Or failing that you can roll a d20 and count any score of 16+ as sixteen. This is not so good when you are trying to scores a hit (and get a low score) but balances out when you are testing for damage!
Yes you do get some interesting results in combat when you resolve the highest scoring hits first. It means that Heroes with higher combat skills (that can role higher successful scores) are marginally more likely to hit sooner.
Mommet can roll a d16? Sounds like I need to go and see Bob the Dice Man for some specialist number generators for this game :p. Perhaps that's a typo.
I like how attacks are resolved in order of highest to lowest instead of the order they are rolled. That can make for some interesting and unexpected developements.