Well there's a dice system on here that goes as low as 1d1.[@PURRfect93] Alright. In combat there will be different rolls for certain things, like for instance a slash with a sword will have an agility check, and in retaliation a dodge from the nonattacker would be agility checked as well. Since 3 is the highest any average person can muster it will be my base for agility judging. If you roll a 7 however that's at least more than twice the agility of an average. So to me I will be judging speed based on agility rolls. If you attack and roll a 7 and your opponent attempts to dodge they too must roll for agility and if they get a number higher then its an automiss for the attacker. But if the attacker rolls higher or equal he/she will accuracy check against the agility the dodger rolled earlier. This time the agility check is for evasion vs Accuracy. If Accuracy is higher it counts as a hit and then you will roll for either dexterity or strength for damage. Subtract that number by the defense of the one getting hit, there will be a defensive roll for this. But if it is lower (the accuracy roll) than their agility roll it will be a miss. The one dodging can now counter if they choose to (You can do whatever you want). For every hindrance that will be a minus 1. A hindrance can be something simple like sun glare, smokescreen, stress, etc. And for each hindrance I'll subtract 1. For every advantage gained or bonus it will be a +1, this includes adrenaline, (Good) Drugs, Territory advantages, etc. Still working on it. But what's the thoughts on this? [@Kibaro]