[@Yankee] Ooh, I should've known there was a system for racing out there somewhere. They look interesting, but probably a bit more than the mini-game feel I'm going for. But thanks for suggesting them to me. [quote]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[/quote] Yeah, I was afraid it favored attackers too much. I wasn't aiming for any particular type of racer since I kind of want players to use the driving style they think their characters want to use. I might have to brainstorm that particular section a bit more, maybe change the 7-9 range to dealing guaranteed half-damage and make the 10+ range guaranteed full damage. I'm dropping the disadvantage for sure. I might also try to incorporate some sort of defense stat based upon the Durability Level. [quote]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.[/quote] I was actually planning on hold an "exhibition" match for that very purpose. And then if I have to make tweaks, I can always say that the racing committee decided on new rules or guidelines. [quote]I'd also be interested to hear your thoughts on how to determine the vehicle's stat levels. Point buy, rolling, etc.? [/quote] Since I'm trying to encourage people to make a vehicle that matches their character's driving style, I'm not sure. Maybe it'll be assigned stats, like you can have a plus one in one stat, a plus two in another, and then a plus three in one of them. I'm mostly trying to prevent people from making an OP machine and just pancaking the competition while traveling at top speed and dodging everyone. [quote]Do all actions happen concurrently or would you prefer an order/stack to follow? [/quote] I think before each race begins, everyone roles for pole position and then the action order goes from lowest roller to highest. I might add the option to react to direct things like attacks. But it also might depend on how complex the players want to make it. Might be something to work out during playtesting.