[@Ersa93] Ohoooo... I have been (very) slowly and steadily working on [url=https://www.roleplayerguild.com/posts/5234140]something[/url] similar to this, so I will give my two cents. A very simple system I've found and liked (and mentioned in post linked) is called "Gravity Rip." It works with only two real stats (weight and acceleration), and very simple dice rolling. [url=https://drive.google.com/file/d/1lmW_yhSqbg9h1HUVkIETeh_mdzKUNr6I/view?usp=sharing]Here[/url] is a PDF for the system assuming I figured out how to use google drive correctly. Its pretty straightforward, I like it. I know there are a couple of other TTRPG systems designed around or modified to include racing (or chase sequences which could be adapted). Another that comes to mind is called "Final Lap," and though it uses a deck of cards that could be shifted over to dice fairly easily I think. There is also the very simple "dice pool" type of system you could use, which is sort of similar to what it looks like you might be thinking? It's a d6 type thing where you roll as many die as you have points in a stat. 1-2 is fail, 4-5 is success, if you have more successes than failures you succeed in your action. So someone with, say, 7 points in Acceleration rolls 7d6, and as long as they have 4 successes they're good to go. The system you laid out is pretty simple and easy to understand though! Can't get easier than a single die and a mod. I think it would be fun to play. Considering players rolling against each other, it looks like aggressive actions/attackers are favored slightly, which can work in an RPs favor if you don't want passive racers. My thoughts right now are how would ties be handled? Like let's say Player 1 rolls 10+ accelerate but Player 2 rolls 10+ attack versus them. Do all actions happen concurrently or would you prefer an order/stack to follow? Also just on a separate note from playing a lot of TTRPGs lately, disadvantage is pretty, uh, well disadvantageous lol. Maybe too hard of a penalty, when the defending player doesn't have a chance to stop or avoid the attack, only recover from it. Personally, since just looking at numbers and figuring things out isn't my strong suite, I would do some test play with your d10 system and see if it feels good. And then make changes based on that. If it turns out that potential players aren't succeeding enough it might not be fun (though to me, writing frustration and near wrecks would be just as fun as succeeding haha). I'd also be interested to hear your thoughts on how to determine the vehicle's stat levels. Point buy, rolling, etc.?