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Angel Barracks

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!