[quote=@Dark Light] 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.[/quote] A d2 is a +1. A D4 is +2. Different factors can change this to be what you suggested. So on this I'll have to agree. Look. An agility of D2+1 is maxing out at 3, while the D4+2 is 6. Literally double that. The D4s lowest is 3, which is the d2+1's maximum. That's a bit too wide of a gap in ability from a basic 1d2+1 to supposedly two levels higher 1d4+2. [quote=@Dark Light] 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. [/quote] Right. [quote=@Dark Light] 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[/quote] So lower the Dice number for the higher the level, but increase the bonus. It's not a bad idea to balance the game out. The Bonus (+) is the constant set level. While the Dice is the potential. That's the logic I was going to apply to this. I'll apply your idea here. But instead of just three realms of ability I'll add in in-betweens (From Novice to Expert). [Quote=@Dark Light] A low grade or 'poor' weapon may have a potential of 8 while a 'great' 12[/quote] Not entirely sure what this pertains to. Weapon potential is depending on the quality and material. Like a stick can be a weapon but it wont be able to take on a dragon. Even if you are a master dragon slayer or something. So I applied a solid number to the weapons damage output for guns. Since a bullet is the same as another bullet if fired from the same gun. While a swing of the sword can be altered, and a bow. But not a gun IMO. [quote=@Dark Light] [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 [/quote] Normally to hit on D&D there is indeed an armor check to see if you even hit. I don't personally appeal to that, as armor doesn't auto evade for you. Armor is defensive and absorbs damage for you. So for me agility is a better marker for evasion and physical density is how much your person can withstand. So Agility is applied when attempting to dodge, or counter, and many other things. It's not automatic, only applied when speed is a factor. As for actions there will be one or two per post as a general standard. This will help ease the amount of rolls. I'll allow free actions like moving here or there, as long as it isn't a dodge attempt to an attack. But if it goes over those two actions THEN I'll subtract. As I won't force anyone to make only two actions. Applying your idea will allow them to do as many as they want, digging themselves a hole. As many movements in one turn will burn their endurance more than usual.