Game system based on the construction of platforms – RPG Stack Exchange

I am currently developing a fast RPG system with custom dice and a deck based approach to handle different types of actions / powers for each character. I am looking for some comments here for generic suggestions / errors that should be avoided in that system, as well as any reference that you can consult for more information. I know it's hard to have everything, but the idea is that the system is fast and allows some strategy, while not completely eliminating the player's creativity from the equation.

To give an additional specification of what I'm looking for (trying to keep it generic so I can serve other GMs looking to design something similar):

DICES

  • The dice are personalized: different numerical results on each side according to the personalized odds (ie, the D & D board game).
  • Different types of dice (some allow better results and / or better odds).
  • The generic rolls are always the same number and type of dice.
  • The advantages (high terrain, target before shooting and so on) allow you to throw additional dice.
  • The disadvantages (taken by surprise, fighting in the dark) allow the opponent to throw additional dice (if there is no opponent, those additional dice are deducted from the result).

PC SHEET

  • Different attributes that define general characteristics.
  • Advantages / disadvantages that slightly modify the mechanics of the game for that PC.
  • Heroic points. Explained below.
  • Expertise. It is used to track which new cards can be purchased with XP.

CARDS

  • It shows a type of action, allows to roll and the consequences.
  • It has a cost. You can pay with different types of "resources".
  • It has an initiative value. It is used to decide order in battle.
  • I could have resources assigned. If so, it can be used to pay the cost of other cards.
  • Some actions (such as defenses) can be reactive and have no cost.

COVERS

  • Decks of skills All the cards are always available. Never have resources.
  • Deck actions. Drawn and used in combat. Minimum size limit

MECHANICS (EXTERNAL COMBAT)

  • GM assigns difficulty to the action.
  • If the attribute is about difficulty, the action is performed.
  • If the attribute is in difficulty, the action fails.
  • If the attribute is equal to the difficulty, 50% probability (regular throw).
  • Some actions require specific cards from the skill deck.
  • Skill deck cards can alter the rules for some specific actions (that is, climbing skills reduce the difficulty for climatic actions).
  • Non-opposing actions can also be relevant for combat.

MECHANICAL (COMBAT)

  • Players draw the initial hand from the action deck.
  • Optional: Allow a discussion about the strategy, if applicable.
  • Players secretly select action / s to perform.
  • The cards are shown. The highest initiatives are resolved first.
  • The shares are paid with cards in hand resources.
  • All used cards (actions and resources) are discarded.
  • Players draw X cards (if there are no more cards, they shuffle).
  • Go back to step 2.

Heroic points

  • It can be used to test actions with greater difficulty than the attribute (need roll).
  • It can be used to throw extra dice.
  • Other "narrative" advantages (that is, PC survives even if they die by rules).

INITIAL COVERS

  • All PCs start with an initial skill deck with common actions.
  • Players choose the initial weapon / class / experience (or even a combination of these).
  • PCs receive a start action deck based on the previous step.
  • PCs may or may not receive additional skill cards.

EXPERIENCE

  • Players can use the experience to:
    • Buy new cards to include in your decks (the most common use of XP).
    • Increase your weapon / class / path experience (less common)
    • Acquire new advantages / disadvantages (not frequently).
    • Increase attributes (not frequently).

CREATIVITY

  • By using an action in an original way, players will gain an advantage.
  • Common generic skill card to allow actions not contemplated.

I think there is enough information to get some comments, since I do not want this text to grow any more. I also have a health system in mind, but I do not think it's relevant to the idea of ​​building decks. I will give some examples of cards below, but the Attributes, resources, costs and effects mentioned do not necessarily have to be those: it is only to give an idea of ​​what I have in mind.

  • Common skill card: unarmed combat

    • Cost: 1 resource of type Strength.
    • Opposite roll of Attribute Force.
    • If success, the damage depends on the difference.
  • Specific skill card: Jumping (expert).

    • Cost: 0
    • Reduces the difficulty of all physical jump actions by 1.
  • Initial action letter: Martial artist – Claw of tigers (novice)

    • Cost: 2 resources of type Skill.
    • Opposite roll of Attribute Dexterity.
    • If success, the damage depends on the difference. (better damage than "combat without weapons")
    • If the difference is greater than or equal to 3, the target suffers a bleed effect.
    • If it is used to pay for another action, it generates 1 Resource of Skill.
  • Advanced Action Letter: Big Sword – Area Attack

    • Cost: 4 resources of type Force.
    • It allows to choose up to three objectives.
    • Opposite Strength Roll for each enemy.
    • If success, the damage depends on the difference. (better damage than "combat without weapons")
    • If it is used to pay for another action, it generates 2 Force Resources.
  • Advanced Action Chart: Gunman – Perfect shot.

    • Cost: 5 resources of type Dexterity.
    • Regular role of Dexterity versus difficulty decided by distance.
    • +2 dice to the roll.
    • If success, the damage depends on the difference. (better damage than "combat without weapons")

PS: I know that this will probably involve a lot of effort on my part to design all the initial covers and the advanced cards for each class / weapon / area that I decide for the setting.