I would also put forwards that maybe if you roll more than double of your opposition it should perhaps be a critical. You could then in theory score a double crit with that and 6’s. That would hurt!
I did debate this, but wanting to keep it quick I decided to pick either 6’s or double the score for a critical.
The maths did not show much of a difference in which is more likely to give the critical result, so I opted for the 6’s as that is much easier to identify quickly on the tabletop.
As for skills, they are a bit too roleplay for my needs. These will be a combat game so things like making a house and taming an animal are not really what I am after, thanks though.
Pushing and pulling things though needs to be added. A good barbarian can always push a tree/pillar/statue onto an enemy!