Both apply.First, you moved the goalposts from your last post; you were talking about how some intervening rolls had to be failed then, and now you're talking about tactics.
If a NPC aims for your arm, your chances of dying due to that hit are essentially nil (There are situations that's not true - but in a duel, they're not going to come up. And there aren't many cliff situations...indeed, there may not be any.)
However, if he aims for your head, you have to fail the defense roll and the soak roll and the vs. death roll.
So blocking an attack is a good idea - if it does hit, it may well (I don't have a clear enough idea on how I want to write the rules for blocking to know) hurt your shield arm instead, and your head is safe (for now).
There's a reason I prefer using the phrase "a chance" to giving an exact number - depending on what happens with a given move, you might have a 0% chance of dying (though you're not likely, to say the least, to know that in advance) or a high chance.
So how does it balance out? Depends on what you do!
Personally, I'm for having a fairly simple system in this regard - having an elaborate set up doesn't add to anything, though I'd like as much detail as possible without sacrificing working out as desired.
And if things do work out as desired, you always have a chance in a given combat that if things go wrong (which you have some control over, regardless of the dice), you can die.
That's the thing. If things DO go wrong (which includes your opponent getting things going very well), you should risk dying. If things -don't- go wrong, you won't.
Having every individual attack or action have a chance of killing you doesn't accomplish that - it just means that you will sooner or latter be dead.
If, on the other hand, dropping your guard because you don't think someone is a threat might give them enough of an advantage (CAN style) that they -are- a threat - you have to be sure to keep your guard up.
As it should be.
