Next I want to talk about a dice system I made for this game. It's not any traditional system like D&D, but it does involve dice. The system is based on d20 rolls and skill points. Your HP is 20 plus 2x any athletic skills (martial arts, parkour, weight lifting, etc). If HP falls to zero, you don't die, but you suffer consequences such as an injury or losing items. If the whole party loses all HP, the game doesn't end, but the plot takes a bad turn and everyone suffers greater consequences. MP instead of spell slots, since this is a magic heavy game. You start with no magic or MP, but learn and increase MP as you study, practice, and use magic. You play as a normal human, at least at first, so things that cause a lot of damage in real life will hurt you bad in the game, like getting stabbed, shot, or beaten unconscious. You're in the right place if you want to fix this, however, as harnessing magical energy can strengthen your flesh, making you stronger, faster, and more resilient. There is a trade off, however, as the more you use magic for this, the less you can use it for other things. I will post a list of skills and magic you can choose from, and I will be open to other ideas. You get 10 skill points for Combat Skills and 10 skill points for Support Skills. You can pick whatever skills and distribute the points among them. You won't be a total expert at the beginning, and will have to choose your battles wisely. No traditional attribute system. Instead of you must roll for something, the result is d20 result + related skill. For example if you need to do a strength check to break down a door, and one of your skills is 3 in weight lifting, then it's whatever you roll on d20 plus 3. Weight lifting also helps with endurance rolls and possibly intimidation.