I thought so! That explains some of the confusion.Yes, I have played systems that do that over the last few years. Usually, the Defense penalty is a -1 or a -2 for each attack after the first, but these penalties can be countered somewhat by having an Advantage of some sort. (The Fighting Arts provided with SoE are different enough that I had thought about the possibility of adding a new FA pertaining to this.]
You are right, and that's what I meant in my explanation (sorry if it was unclear). It's not the same as a penalty specifically for being attacked multiple times, but it's the closest thing in the rules.Actually, the penalties from wounds to the Health Condition affect *all* rolls in combat, and do reduce Defense as far as I understand them. (If I'm wrong, someone please correct me.) That's completely different than being attacked by two or three opponents at once, and having a reduction to one's Defense just as part of each attack after the first.

I think it depends on the game's focus. You can have a dark, gritty, realistic setting with complex combat resolution rules, or an equally dark, gritty, realistic setting with simple, abstract combat resolution mechanics, and I don't think either setting would be more or less dark and gritty as long as both systems lead to similar outcomes. That said, the rules-light nature of Esteren's system means you can layer whatever additional complexity you want on top of it, if that's what you and your players want.I suppose that's viable and quite workable, though I have to wonder about this. I understand why the rules for combat have been kept down to relatively simplicity, but given the game has a grittiness and realistic feel to it, especially where combat is sooooooooo deadly, it just seems to me--- Ah, never mind, I'll get over it.

To go on another D&D-related tangent, D&D had an increasing amount of mechanical precision in the combat rules with successive editions because people wanted clear rules on how to adjudicate common things ("What do I roll to trip the ogre?" "How far can I shove this enemy?"), and many argue that the amount of rules for combat in later editions changed the game's focus from exploration and story-telling to a greater emphasis on combat. I don't necessarily agree, but I do think it's absolutely true that the more choices you have to make and the more calculation you have to do during combat (adding and remembering modifiers for different things), the slower combat goes. I absolutely love 4th Edition combat, but I find Esteren's simplicity to be a refreshing change of pace.