Lol any other questions? I'll answer them to the best of my ability!
OH! I mentioned this to Hvast in a PM, so let me clarify here!
HP: There is none! Well, there is, but it isn't going to be a solid number. I'll be doing most everything in combat with dice rolls, so if I roll a hard hit, it will effect the player more. I'll let you all know when your character is too hurt to continue fighting.
MP: Spell casting will be decided by where the magic comes from
Gods/Demons: Cast all you want! Demon magic though will come with a Taint if used too often.
Spirits: 5 spell in a row, after that, you will have to give it time to "Recharge." This is done by going a turn without casting. Go one turn, you regain one cast. Go two turns, you regain two casts and so on.
Defensive magic: For spells like Ice Shield or Bark Armor, the castor gains +100 armor, meaning when the enemy attacks, I will roll 5 D20 and add the total. They have to HIT 100 to break the armor. If they get say, 50, then on the next turn you would have 50 armor remaining of your magical protection. If you cast to protect the group, it is only +50, but I will allow stacking of defensive spells, so if two people cast defensive spells, the group gets +100 and can be great protection!
Weapons?
Claws and fists will get a 2 D6 (Getting perfect 6 on both equals critical)
Ranged weapons get a D8. Again, perfect 8 equals crit. (Ranged weapons can't be countered if an enemy has that ability)
Swords: D10
Spears: D12
Magic:
Light Damage: D10
Medium: D12
Heavy: D20!
Critical rolls for anything means I roll AGAIN and give extra damage. Crits will also knock enemies off balance unless it is a special enemy.
There will probably be exceptions to rules, but this is how I'm planning to do my rolls in case anyone is interested. If anyone wants to do searches or try their luck at something, it will probably be done with 5 D20. Searches can turn up hidden things at times..... Both good and bad.....