[quote=@Mara]...but not too much of a reliance on RNG. I don't wanna miss a shot at point blank range just because I rolled a 1 or something.[/quote] The basic version of the game, if players wanted to be more narrative based, would only use RNG for things like locating new salvage locations, generating enemy encounters and determining loot drops, all things which would be done entirely on the GM side of things. A more complicated system, if player wanted that, would include a ‘motivations’ system, which awarded points for characters acting in a consistent manner. These points could be spent to alter die rolls to prevent failures, or saved up and used to trigger ‘miraculous’ actions allowing them to pull off near impossible feats. Under that system character sheets would be attribute and skill based, similar to a tabletop RPG, with dice rolls affecting attacks, driving, construction, scouting and other actions. If your character was a careful sniper, and took their time lining up a shot after setting themselves up in a sniper nest and having equipped a well-crafted rifle with a high quality scope you’d pretty much be guaranteed a hit. On the other hand, if your character was mercurial switching moods, fighting styles and equipment every encounter you’d more likely fail, since you’d lack the experience to be able to pull off attacks skilfully. The system would favour specialists over jacks-of-all-trades, with characters dedicated to developing a few skills well progressing better than ones who try to be masters of everything.