Hello Ulmf just borrowing this space for a few thoughts and idea's for a tactics inspired game. The game itself has no official name yet and is very much still in development.
First post: Character creation!
Second post: Game Mechanics!
Stats are assigned with these starting points: 6,5,4,3,2
Examples
Warrior PWR 6, COR 4, SPD 3, MAG 2, END 5
Archer PWR 3, COR 6, SPD 5, MAG 2, END 4
Power (PWR): Power governs melee hit and damage scores as well as combat resistance. Coordination (COR): Coordination governs ranged hit and damage scores as well as dodge/evasion. Speed (SPD): Speed determines movement score and Initiative. Magic (MAG): Magic governs magic hit and damage scores as well as magic resistance. Endurance (END): Determines how much damage a character can take. It also influences non-combat resistances.
Skills (W.I.P.): Each Character starts with 1 skill at creation.
Movement is determined by the SPD (speed) stat of the character or enemy in question. This well let the actor move a number of squares equal to said score. A character can Rush x2 SPD or RUN x4 SPD. Rushing will incure a penalty to attack that is equal to the base SPD score of the Character. Example Bob chooses to rush on his turn to save his ally Doc. This would double his SPD by 2 going from 4 to 8 however when he attacks he would take a -4 to his roll. Running prevents all of your attacks but increases your Dodge/evasion by your base SPD Score.
Moving threw obstetrical usually takes double the SPD. For example moving threw dense bushes would cost 2 SPD instead of one. Some obstacles such as fording a deep river may take more or be completely impassible. You may Rush threw obstacles taking the excess movement as damage. You may not run threw obstacles.
Combat
Combat is initiated threw melee. ranged, or magical strike. These mostly originate from other characters or enemy's but sometimes the environmental as well such as traps or hazardous terrain. In the end the GM will roll 2d6 and add the appropriate modifiers. For example a mage would the gm would roll 2d6 and add his or her magic score. Then once that was done the GM would roll the targets Magic Resistance which would be 2d6 plus Resistance modifier. For Melee or ranged it would be similar except the defense roll would be the dodge/evasion.