The issue:
First, issues with the to-hit stats(Dex, Will) and the dodge stats(Finesse, Sense). As the game goes on in levels and people level up their character, a lot of stat points can go to a lot of places. Some characters in a previous game who reached fair levels were pouring points into their to-hit and dodge stats. What would end up happening is that player and enemy to-hit and dodge stats would range from 50 to 150 with a d50 being used to determine accuracy.
What this means is that when leveling up your character, you will reach a point where becoming more accurate via Dex or Will simply becomes an absolute waste of points. All you will ever need is 50 points of dodge above the average to-hit for enemies of that level and you will be nearly untouchable. Then, you will be free to spend a great deal of stats in other areas and thusly send a message to other players that no matter what class you pick, putting points into dodge stats ensures that you will almost never suffer damage nor rape.
I've been quite aware that the players are seemingly happy with things working this way, but it's an issue I have personally, because I dislike seeing characters who are supposed to be speedy and dodgy stop putting priority points into dodge. It doesn't make sense to me for a ninja to reach a point where they say, "I'm speedy enough, time to become tough and bulky as well."
My (Flawed) Attempt at a Solution
I wanted each and every single point you put into a stat to matter. Every point into Stamina, Strength, Depth, and so on all maintain their usefulness to the point where simply ceasing to put points into any of those stats does not mean that the points you put there are suddenly useless. In another game of mine (MGR) I use a to-hit system that has received a lot of controversy. Everyone knows of DG and DnD's to-hit system of rolling d20's with bonuses from stats the like as a tried and true method of determining to-hit. In MGR, you use one die, and the amount of sides it has is determined by your to-hit stat. There are various systems involved with that where successive failures grant bonuses based on a percentage of your stat until it's impossible to fail, but reusing that concept in this game made someone who will not be named react by calling it "Retarded".
tl;dr, the new to-hit system uses one die, plus a chunk of your dodge/to-hit stat, and then rolls a die with as many sides as the number of your stat.
Basically, To-hit/dodge = 20% of Stat + 1-80% of stat.
This isn't the most brilliant idea known to mankind, and it has it's flaws. Mostly, that 80% of your stat is extremely unreliable. It's that balance between reliability and not letting your stats go to waste that I'm having trouble finding. If no one likes this idea, then I do have other concepts, unless you have one of your own that could work.
Concept 1: Keep the d50 system, but increase the number of sides on the die depending on the level of the one attacking or dodging. This way every single point into a stat will matter, but by increasing the range of possibilities for rolls, this suffers from the previous problem of unreliability.
Concept 2: Keep the d50 system, and lock the ability to distribute stats at character creation. This method will maintain consistency by having the to-hit and dodge stats of your choosing rise by 5 each level, but runs the issue of being unable to do what a ninja or archer should do, and that is to put points into those stats, far more than 5.
Concept 3: Keep the d50, but change the way leveling up works by giving everyone Stat points that increases multiplicatively with your level. With these stat points, you may increase your Finesse for example, by spending 6 points to increase it to 30, 7 to 35, 8 to 40, and so on. The only issue here is that it would force people to build more balanced builds, as prices can get pretty steep when stats go particularly high. Stat prioritization is punished here.
Concept 4: New to-hit system based on the selection of 'cards'. Dice for to-hit and dodge are removed, instead you are given ten 'cards' for to-hit and ten for dodge. The cards will display values of 10%, 20%, 30%, up to 100%. Depending on what card you pick, your to-hit or dodge will reflect the percentage of what you chose, and the resulting value will determine success. This will allow for more direct manipulation of to-hit, and possibly even open up skill options to restore used cards.
That's all I can think of to try and fix the issue. If you want to play, please give feedback.