Trial DitS Game Mechanics
Disclaimer: All subject to change at this point.
Dice System
Change to Storyteller-esque D10 dice pool, where you roll [stat] number of D10s against target numbers. This should reduce the wide gulf in capabilities somewhat when the difference in dice is two or more.
How should pre-existing modifiers fit into this system?
Combat
A return to the advertised "use the relevant stat" instead of just rolling Attack when attacking and Defence/Mobility when defending.
More structured combat, good or bad?
1. Initiative Phase
Roll for Initiative, Speed (not Wits)
2. Dogfight Phase
Short range combat, full use of all applicable stats likely
3. Other Combat Phase (EW, BVR, Ground)
4. Maneuver Phase