Exactly, and that's why it's of no use to me - if I want a solution to "Problem X", I also need to use the solutions to Problems A, B, C, and many others (regardless of whether I actually think A, B, C, et al are a problem or not). Because there's no Grace = Dex or NPSkill = Regular Skill conversion list, and that's entirely by design (heck, it was one of the stated goals). The only alternate is to completely rewrite your text, and that's at least equal effort to just writing my own rules.
The exchanges seem obvious to me, but that's a pitfall I've learned ot watch for

. I've split the BDH post into its component parts and peformed the requisite substitutions. Perhaps You'll find more utility in problems A, B, and C being addressed in seperate posts

.
But that's moving away from the topic at hand, so back to this one.
Indeed.
Looking at beatdown, I have to ask - would just doubling the number of wounds character's have do the trick? It rules out oneshots in most cases. I'm just trying to get a feel for how deep the well of 'nope, not dead yet' needs to be and a better sense of what you want the feel to be for the Player. Should they be scampering for cover tail between legs ("I can't take another of those") or screaming 'Banzai!' ("Its do or die time!")?