Yes, that's a nice opinion on the writing part, but when you have a game that's going to heavily feature combat and wants to portray danger to the characters, you kind of want a system to avoid the typical freeform pitfalls of players not ever wanting their characters to be in any real danger, poor definition and scaling of abilities, gear and powers and a general lack of appropiate, codified conflict resolution. EDIT [quote=PhoenixWhite] If we resort to using dice we are willingly throwing caution to the wind and relying on luck, except for the few occasions he said he may mandatorily use said dice. [/quote] I don't see how this relates to my asking about why a character who relies on and has trained, say, his speed and reflexes would try to outpower an enemy attack instead of using his speed and reflexes to dodge and potentially initiate his own counterattack. Or why a character who's all about DA BEEF would try to do fancy footwork just because the enemy is doing it instead of smashing them aside like he's trained to do. I can see why magic users get to use their magic to block shit, but on the same vein I don't see why a wizard wouldn't block shit with a literal wall of materialized hurt, so removing their counterattack damage doesn't make that much sense, not to mention the issues with a guy being able to always defend with their best stat while others are at the mercy of their enemy. Using dice in RPs is not all random chance either, not to mention all that stuff about defined characters and conflict resolution I've already talked about. In this case characters who are good at something will have a better chance of succeeding at it, because they're actually good at it, worked at it and usually have equipment that helps them at it. Characters that suck at something don't have all that, but might still pull through because sometimes shit/miracles can happen.