OH YES WE CAN OM NOM NOM NOM!!!!!
I can see the reasoning behind both arguments but I tend to play it with the over 12 it perils only. It's stupidly easy to go over 12 or at least fail the test with 3 dice. I think the only thing at issue here is that double 1's and 6's are suppose to always peril. So does runes of warding completely replace normal perils of the warp or augment it?