[@Shoryu Magami] Alright... so I worked 12 hours last night. I've running on a little more than five hours of sleep right now. I guess it is time to answer some questions. [list] [*] This damage ratio represents not the percentage of damage that is caused per se but more so the potential contact. Essentially, I am dividing the rolled damage by the total potential. For example, I could have potentially gotten a 14. So let me use the arrow as a prime example, where I produced the roll of a 2 our of a potential 6 which was about the same ratio. I would have merely been a graze if it had been unsuccessfully defended against. I suppose one could say use your imagination. The results of such will be more apparent once attacks are returned and I can showcase them thusly. [*] Well that depends on your position. To clarify an action is usually listed as about 6 seconds of play. At least that is how I've always pictured it. The determination of whether or not my shield bash interrupted your spell depends on whether or not you could cast the spell in the duration of time it took for me to clear 60 feet. This is about 12 to 18 seconds given a determined walk. I can take certain liberties but breaking your concentration is nothing something I can determine without some undertanding of how your spellcasting works. On that note, if you can caste your speed enchantment before that distance is closed obviously it doesn't interrupt anything. As for where the character is hit (or the armor), well I was fairly specific. As auto-hits are "god modes" I'll leave it up to you to determine exactly what happens. If I rolled a 14/14 I would consider the hit to be rather solid (how destructive would still be up to you) where as these measeley 5/14 may be something that strikes the armor just enough to cause discomfort should the armor be something capable of deflecting slashing attacks effectively. [*] The spells being implemented were nonspecific. I knew the list of your spells. But I was not sure which one was being cast. So to be fair I applied a negative modifier to my rolls to account for that, typically a minus two modifier. However, knowing the spells you cast now made me think it was an appropriate action to take. As for any modifier effect the damage you can take, I could not take any liberty with that because that would only be influential if you've only allowed your character to be hit. [*] So an attack roll works like this. If it is a ranged attack you roll 1D20 plus a dexterity modifier. Essentially, if you roll above a players AC - 17 in my case you hit the target. In our application it is produced as a success ratio. Where essentially a natural 20 is an automatic hit/potential critical hit. Where of course, even an automatic hit can still presumably be evaded. If the attack roll is a melee strike you can 1D20 plus a strength modifer. But the same subsequent steps apply. The applicable modifiers can be seen on my character sheet. The resulting roll is then taken out of the total possible minus 1 to account for a potential critical strike which is "always" (in game terms) a hit. If I turn it into a success ratio rather than a die roll, I felt it would be more useful here. So let's for example take one of my attacks which I believe was a 65% hit ratio. This means that there is a 35% chance of evasion, block, or effectively thwarting the blow to a point where a character can deal with it effectively - I.e. a shield bash blocked by a shield with feet well positioned to deal with the impact. How you deal with the attack is up to you of course. So in the instance of a 1, it's always a miss and a 20 (in most instance) always a hit in game mechanics you could still evade, block et cetera to an extent (because instant hits are against the rules in this case.) [/list] Does any of this provide clarification or just more confusion?