[hider=Damage] Sticking with the theme of 10 as the base I think characters will have 10 hours give or take 1 or 2 depending on things. Being that, damage will be relatively low. Each weapon will have important individual stats but here's a rough idea. 1 - usually fists or small rocks D2 - claws or sharp projectiles (darts/sling) 1+D2 - small blades, clubs, arrows 2xD2 - medium blades, axes, bullets 1+(2d2) or 2d3 - large two handed weapons, heavy fire power. So the guard with his gun sword, while its technically one weapon, each function has its own stats. Gum sword: Sword - d10 potential w 1+d2 damage Gun - d8 potential w 2d2 damage [b]Now combining atk and dmg[/b] One sword attack, Opponent doesn't defend 2+d8 = 7 To hit = 5. 7-5=bonus 2 Damage norm = 1+d2 now with bonus = 1+d4 Opponents armour reduces potential dmg by -1 So end result is 1+d3 [hr] Armour I foresee the best armour increasing the to-hit from 5 to 7 and reducing potential damage by 3. But that should be a magical/mechanical full plate. Most armours should only reduce potential dmg by 1 or 2 The stronger full body protection also reducing the to-hit potential of a weapon. Ie a d10 becoming a d9 or d8 Armour stats would be as follows. [u]Chain mail[/u] Atk potential -1 Dmg potential -1 --- Dodge -1 Block / Parry / [u]Hide Armour[/u] Atk potential -0 Dmg potential -1 --- Dodge / Block / Parry / [u]Steel full plate[/u] Atk potential -2 Dmg potential -2 --- Dodge -3 Block -1 Parry -1 Still to come: Defensive manoeuvres, stats, skills and Str bonus dmg [/hider]