I'll have to take a look at the QuickStart rules again. I'll let you know when I have a chance to do that. As for the resistance table, it's fairly straightforward. Of course, I say that having used it a lot! :) Let's take the common case of POW vs POW when a spell is cast, to see if the target is able to resist the spell. Harmast has a POW of 16. Let's suppose an opponent casts Befuddle on Harmast. If the opponent also has a POW of 16, Harmast has a 50% chance of resisting the spell. For each point difference, change the chance to resist( or overcome ) by 5% in favor of the higher POW. So, if the opponent's POW is 12, then Harmast has a 70% chance to resist( 50 + ( 4 x 5 ) ). Another way to put it is that the opponent has a 30% chance to overcome Harmast's resisence( 50 - ( 4 x 5 )). The rules make a big deal out of who is the "active" participant, and who is the "passive" participant. I really don't see that it makes a difference. I always let players make the resistance rolls that effect their characters. The resistance table is also used for other things. Like picking up a big table( STR of character vs SIZ of table ), or being able to snatch an object from a table before an opponent ( DEX vs DEX ). Many other situations can use it. Multiple activities in melee depends on if you are engaged in hand-to-hand combat, or not. If you are, your options are somewhat limited. You can Attack once( more on that in a bit ), and Parry or Dodge attacks at you. If you Parry or Dodge multiple times, each subsequent parry or dodge get a cumulative -20%. You can choose to forego the attack and cast a spell. In general, you can only attack once in a melee round. There are some exceptions. Some missile weapons have a Rate of S/MR. These weapons can potentially be used multiple times in a melee round. If you look on the Main tab of the character sheet, at the bottom of the weapons section, you will see a line that has DSR( DEX Strike Rank modifier ), Readied Weapon( the strike ranks a weapon can be "fired" if it is ready to fire at the start of the round ), and Unready Weapon( the strike ranks a weapon can be "fired" if it is not ready at the beginning of the round. The only other case where you can attack multiple times in a melee round is if you have a weapon skill of 100% or higher. Note that is you "normal" skill, without any magic or augments added to it. If this is the case you can split your attack, with the second attack happening an equal number of strike ranks after the first. So, for example, Harmast has a 100% skill with the broadsword, and normally attacks at strike rank 5. He can choose to split his attack, attacking at 50% on strike rank 5, and again on strike rank 10. Any magic bonus or augment is added before splitting. So, if Harmast had decided to appeal to his Air Rune, and succeeded, his total attack chance would be 120%. He can split that attack to two 60% attacks, a 50% attack and a 70% attack, or any other combination as long as the total was 120, and each attack is at least 50%. Hope at least some of that made sense! Marc