Yeah, it's a bit convoluted. I guess it shows that I grew up on videogame RPGs, where the computer does all the dice rolling and calculating for you (and takes milliseconds or less to do so).<br/>I'd like to streamline it somehow, but I have yet to find the balance between my obsession to make things realistic and ease of use.<br/><br/>@DarkPinkie<br/>One: I am not certain yet. But I imagine something like a -4 to physical actions (attacking, dodging, defending yourself) and -2 to all other actions (spellcasting and such). "Tired" status will be a -1 or -2 to just physical actions. That said, I'm probably going to remove exhaustion and counters and just stick with the "Tired" effect.<br/>Two: It is avoided using agility and perception. But if you failed to evade it for any reason, you get a chance to resist some of the damage. I'm likely going to continue tweaking the specifics, especially if I manage to simplify the basics of combat.<br/>Three: Yeah, good point. Though again, as long as I can figure out how to make an all-inclusive roll, this will stop being a thing.<br/><br/>EDIT: After giving it some thought, I am going to do a bit of re-building for the system, as I think I found a better (and less rule/number heavy) way of handling it.