Okay, thank you all so much. It does seem that your website's program combines how I constructed my game through one location that combines the multiple ways characters improve in my game. Percentage of 100's is paramount, my game has no ceiling, you don't have an end like in other games (not everybody will lose preordained which is the whole point of Ten Candles TM, or really all original D&D TM games). This should make my magical race rolls more expedient since their stats are based upon totally different factors than the nonmagical races: Ginn, Llyrrdaethracean, Verdalak, Gywaehellean, Aerllyll, and both Megasatyr and Grey Satyr are magic created races. Kevastant is crystalline so though magical, they are not a magically created race. I created NPC races then later decided some players might want to play one of these beings, so I put them through the same curve I created all the other races upon so that that was possible. My overall baseline is to keep the play of my game as simple and free as possible doing all the hard work in character generation. This should make combat more interesting, the baseline choices of what you want to try should be interesting to code in. In my game even starting out if you have the percentage, you can make six attacks in three seconds with full damage per success. or split to three attacks three parries, or less for a better chance of success, including all parries If the opponent did not match you for attack versus parries they might parry a parry that is not an attack so that YOUR attack will be a free hit. (The first echelon is limited to three actions in a combat round, an extra move is allowed if you are both an Order member and a Sub-Order klan affiliation) otherwise, you need to wait until you learn either a KATA (8 actions per three second round that are composed of bypassing the normal echelon rule for characters) as in any martial art in real life, or go up in yearly advancement echelon where your base stats change upwards as you progress. Other games take away from basic stats but nothing I've seen in playing other games has stat advancement that is permanent. For instance, I don't know how to code in your system yet, but eventually, I will - this will give me personally an advance in my INT, FOR, and SPI stats in real life! In my combat mechanics, everyone has some total defense even slow giants, you subtract that before making your attack. I use the percentile system for everything, this allows a d20 to be extrapolated five X. One thing I thought of I wonder how I would place other combats, there is one I devised for magicians and large vehicle combat like battleships or a tank. And eventually, spacecraft since my game allows it. Would this also be in the character sheet creation? Would the character sheet be too heavy to work if I plugged all that code in for potential, on an IF basis, of what the character was going to attempt to become? Or should I create a separate vehicle sheet for these larger combat situations? I DO have a sheet for spells I suppose this would be needed by each character as well plus would alleviate the requirement to know the myriad things I look at as a ref and storyteller in ref ing combat. Depending on mounted say for cavalry combat is the topography you are on versus what kind of mount you are on or in. as well as weather. pluses and ignoring certain areas as if they were on flat grass and no inclines are enjoyed by Members of the Guild of the Hammer. I suppose a lot of the heavy code could be placed in subheadings because though you can join two guilds instead of guild/order like most characters, you can't be three guilds. So a subcategory in the character sheets would be dependant upon what guild and order or dual guilds the character joined.