I kinda get this. But… being able to Regain Guard on an unopposed Parry Test makes the ‘Break Guard’ momentum spend kinda bad. Particularly when Disarm is usually the same Momentum cost (and realistically achieves an extremely similar mechanical outcome).
I’m already erring to allow Break Guard off appropriate Exploit actions. I’m running a low fantasy game, so my two PCs are both ‘rogues’ so daggers aplenty, and in the first game one of my players successfully broke his target’s guard by a Persuade check prior to combat to luring a guard into a room and then later by using an Exploit action to Dodge under the boss’ Guard.
So it makes sense to me that you can Retaliate vs a Regain Guard, which would turn the action into a Struggle. Particularly since characters who choose to Break Guard are likely to have low Reach weapons, so it’s likely to be D1 or at most D2 for the character trying to Regain Guard.
That, and I’m a fan of anything that can convince my players to give me more Doom.
Thanks for the feedback though.