[hider=My Hider] The big floor I see in this system is the exponential advancement and lack of variability (chance) in the lower levels vs the higher. Eg a 2+d2 is never gonna hit an opposing 4+d4. The d20 system roughly starts on a 50% hit chance and then variables move it 5% at a time. But there's nearly always a chance. I have an idea that's been rolling around for a while. Standard weapon = potential d10 Novice skill = 1+d9 Adept skill = 3+d7 Expert skill = 5+d5 No matter what, everyone can potentially get the same max outcome but the lowest the expert will score is a six A low grade or 'poor' weapon may have a potential of 8 while a 'great' 12 [b](Circumstances)[/b] [number of actions] The more things you try to do in a round, the sloppier they become. For every action above 1 in a turn, each action is subtracted by that amount. Ie an adept attacking twice. 3+d7(-1), 3+d7(-1) 3 actions = Dodge 2+d8-2, / attack with g'weapon 1+d11-2 / movement action 4 actions = -3 to all Dodging is a usable skill, not automatic. Normally to hit you must score above 5, armour, abilities and circumstances may increase that number. Defence actions: Dodge Parry Block [/hider] Sorry it's all I got time for right now :) Hope you like