The problem with separating parrying, evasion and armor is that it creates a multi-layered system, which is a bit problematic when there isn't a computer to count it all up. Much as I like everything making sense, it often needs to be sacrificed for gameplay.<br/>Here is my latest attempt to simplify things. Replaced the two Acc/Eva and Off/Def rolls with a single Off/Def one that sort of unifies both. However, the separation between passive and active defense still remains in this variant. Not sure if this is a good thing or not.<br/><br/>The passive defense part:<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Offense and Defense</span><br/>To see whether one character can successfully assault another, their respective Offense (OFF) and Defense (DEF) values are used. Attack Rating represents a character's overall ability to land a hit with their weapon of choice. It includes accuracy and being able to bypass the target's guard and armor. Defense Rating represents the overall ability to avoid taking damage when attacked and involves evading the attack and the effectiveness of their armor. There are numerous possible outcomes of this, depending on how AR and DR compare.<br/>1. OFF = DEF*2. The attack deals 50% extra damage. Attacker automatically wins on saving throws. Half damage dealt is cripple damage.<br/>2. OFF = DEF*1,5. The attack deals 30% extra damage. Attacker gets advantage on saving throws (double die roll result).<br/>3. OFF &gt; DEF. The attack deals normal damage. Saving throws are unaffected.<br/>4. OFF = DEF. The attack deals 20% less damage. Saving throws are unaffected.<br/>5. DEF &gt; OFF. The attacks deals 40% less damage. Saving throws are unaffected.<br/>6. DEF = OFF*1,5. The attack deals 70% less damage. Defender gets advantage on saving throws (double die roll result).<br/>7. DEF = OFF*2. The attack does no damage. Defender automatically wins on saving throws. Additionaly penalties can be applied to attacker at the GM's discretion.<br/><br/>Offense for physical attacks is: d6 +{parameter} +{weapon_skill_level}*{weapon_modifier}.<br/>Defense for physical attacks is: {Agility} +{Perception} +{protection} -{encumbrance}.<br/><br/>The "parameter" used is Agility for melee and Perception for ranged. If a weapon has mutliple modifiers, only the highest result is used. If the results are equal, the player can choose which parameter to use (until something changes). If a weapon has no modifier, the greater between PHY/2 and AGI/2 for melee and AGI/2 and PER/2 for ranged is used in its place.<br/><br/>Offense for magic attacks is: d6 +{Mind}*(1+{magic_skill_level}).<br/>Defense for magic attacks is: {Agility} +{Perception} +{protection}/2 -{encumbrance} +{Mind}.</div></div></div><br/>Basically removing the old defense in the form of parry and making armor work to provide fractional damage mitigation, as opposed to a straight reduction in a later phase.<br/><br/>The active defense part, in the form of actions:<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Dodge Stance</span>. Increase Defense by 2*{Agility} until next Turn, but take 20% more damage from all hits. Increases Fatigue by 1 for every incoming attack. Get 1 less AP next Turn. Can only use one Stance at a time.<br/><span style="font-weight: bold">Parry Stance</span>. Requires weapon. Increase Defense by {weapon_skill_level}*{weapon_modifier} against melee attacks and half as much against ranged, but take 20% more damage from all hits. Ineffective against magic attacks. Increases Fatigue by {weapon_encumbrance}/2 (minimum of 1) for every incoming attack. Get 1 less AP next Turn. Can only use one Stance at a time.<br/><span style="font-weight: bold">Block Stance</span>. Requires shield. Increase Defense by {shield_skill_level}*{shield_protection} against physical attacks, or half as much against magic attacks. Increases Fatigue by {shield_encumbrance} for every incoming attack. Get 1 less AP next Turn. Can only use one Stance at a time.<br/><span style="font-weight: bold">Ready Stance</span>. Perform a melee attack on someone moving past you within melee range, interrupting their movement on OFF = DEF or higher. Only possible if no other enemies are within melee range. Increases Fatigue as normal. Get 1 less AP next Turn. Can only use one Stance at a time.</div></div></div><br/>Parrying and improved dodge are here instead.<br/><br/>So yeah. On the one hand, things are made simpler, as there are more static values. On the other hand, more values are used. I honestly can't tell which is better. Also not sure if the "Stances" taking AP off next turn is better, or if I should just make them cost 1 AP in the current turn.<br/><br/>EDIT: Another thing I sort of screwed up on is Stamina. One of the balancing factors was supposed to be that heavier weapons require more to use, and after dropping the convoluted equipment system, I also ended up dropping the encumbrance system (which worked as part of that whole weapon balance thing). I intend to reintroduce it moving forward.