What you were talking about Willy is mostly covered by T1 which is in fact a guideline for a large number of fights here and does serve the purpose of balancing fights though I'd refute your claim that this balance is somehow 'skewed' and assume you have used the word incorrectly. For example, combos are for the most part a bad idea, T1 is designed to cut up movements into individual attacks with cause and effect resolved before moving onto the next move. Most of the time your opponent won't be hit with your first move, which leaves you vulnerable if you haven't left your post open so your character can react to their failed move. For example, if you post your character attempting a five punch combo that's what they're going to do, regardless of your opponent's reaction, if you include that your character will be ready to abandon their attack you may be ok in this situation, but it's more effective just to post your initial attack and then if your opponent is opened up in a way that makes further combo possible post the next attack in your next turn. Interruptions are a pain in Arena, but they are the life blood of combat, that's where the most important rule comes in, logic. Only a certain amount of action is capable in a certain timescale and that is where the turn based aspect of T1 comes into play. Preps work on the assumption that an opponent taking their time with their attack has more right in a combat between two opponents of roughly physical skill (IC, not OOC) to score a more critical hit. Guns in theory should work under this same theory, if you take a turn to aim your pistol you've essentially scoped in on a target and have more accuracy, your opponent is less likely to call bullshit on your insane accuracy and ninja-dodge your ass and instead take the hit as fair for not getting out of the way in the turn they had. It's a fairly loose fitting guideline with a lot of personal interpretation, but there is no end-all system for combat and so far T1 makes the most sense to me.