Incorrect usage of complication aside I do have some problems with what you got so far. However as it is evident you are new to tabletop I'll try my best to be patient and go easy on you. First off you did not answer my question properly over the basic game mechanics all tabletop roleplaying games have: character creation and conflict resolution. Then there's the stuff that's nonsensical and misses the point of tabletop. Like your decision to hamper player agency by having them choose from a list of things to roleplay like if they were action in a CYOA book. But then you completely remove any agency by adding a useless roll that does nothing but to further convoluted this needlessly especially since there's "freeroam" areas. So you just arbitrarily have areas where players enter and then roll to see what their character does. No game and I mean no game does this at all. Sure games have mechanics tied into role playing but save from bad GMing and or design they don't actively impede in your agency as a player. Secondly the chance element in roll based system in Tabletop systems is not in of itself the reason they're used or played. They're used because the math and chance elements allow for a neutral method of conflict resolution as opposed to freeform where it's more or less fiat. The chance element is byproduct of this and if you simply want a chance element you're better just flipping a coin and deciding results. Anyway in conclusion this all seems either very half baked and barebones with what you got so far. I suggest you either just go freeform or you use an already existing system like savage worlds which could suit your needs