Bridge Building Game System – Stack Exchange Role Playing Game

I am currently developing a fast roleplaying system with custom dice and a decks-based approach to handle different types of actions / powers for each character. I am looking here for comments on generic tips / tricks to avoid in such a system, as well as references that I can consult for additional readings. I know it's hard to have everything, but the idea is that the system is fast and allows some strategy, while not completely removing the player's creativity from the equation.

To further clarify what I am looking for (try to keep it generic so that it can be used by other GMs looking to design something similar):

DICES

  • The dice are personalized: different numerical results on each side according to personalized probabilities (for example: D & D board game).
  • Different types of dice (some allow higher scores and / or better odds).
  • Generic throws always have the same number and type of dice.
  • Advantages (high ground, aim before shooting and others) allow you to roll additional dice.
  • The disadvantages (taken by surprise, fighting in the dark) allow an opponent to roll additional dice (if no opponent, these additional dice are deducted from the result).

PC SHEET

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

CARDS

  • Show a type of action, allow the roll and the consequences.
  • At a cost. It can be paid with different types of "resources".
  • Has a value of initiative. Used to decide the order in the battle.
  • Could have assigned resources. If this is the case, it can be used to pay the cost of other cards.
  • Some actions (like defenses) can be reactive and free.

DECKS

  • Skills All cards are always available. Never have resources.
  • Bridge actions. Drawn and used in combat. Minimum size limit.

MECHANICS (EXTERNAL COMBAT)

  • GM attributes difficulty to the action.
  • If the attribute is too difficult, the action is executed.
  • If the attribute is in trouble, the action fails.
  • If the attribute equals difficulty, 50% chance (normal roll).
  • Some actions require specific cards from the skill deck.
  • Skill cards may change the rules for some specific actions (for example, climbing skills reduce the difficulty of AC actions).
  • Unopposed actions may also be relevant to combat.

MECHANICS (COMBAT)

  • Players draw the initial hand from the Action deck.
  • Optional: Allow a discussion about the strategy, if it continues.
  • Players secretly select actions to execute.
  • The cards are shown. The highest initiative is solved first.
  • The shares are paid with the resources of the cards in hand.
  • All used cards (actions and resources) are discarded.
  • Players draw X cards (if there are no more cards, shuffle).
  • Go back to step 2.

HEROIC POINTS

  • Can be used to try actions with a difficulty greater than the attribute (need to run).
  • Can be used to roll additional dice.
  • Other "narrative" benefits (ex: PC survives even if it died of rules).

INITIAL DECORS

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

EXPERIENCE

  • Players can use their experience to:
    • Purchase new cards to include in their decks (most common use of xp).
    • Increase their weapons / class / path expertise (less common)
    • Discover new advantages / disadvantages (not frequently).
    • Increase the attributes (not frequently).

CREATIVITY

  • By using an action in an original way, players will have an advantage.
  • Common generic competence card allowing actions not envisaged.

I think it's already enough information to get feedback, because I do not want this text to get bigger. Think about a health system as well, but I do not think it's relevant to the idea of ​​building a bridge. I will give some examples of maps below, but the attributes, resources, costs and effects mentioned do not necessarily have to be these: it is simply to give an idea of ​​what I have in mind .

  • Common skill card: hand-to-hand combat

    • Cost: 1 Force resource.
    • Token opposite of the attribute strength.
    • If successful, the damage depends on the difference.
  • Specific skill card: Jump (expert).

    • Cost: 0.
    • Reduces the difficulty of all jumping physical actions in 1.
  • Card Original action: Martial artist – Tiger claw (novice)

    • Cost: 2 resources of type Dexterity.
    • Opposite token of attribute dexterity.
    • If successful, the damage depends on the difference. (better damage than "unarmed fight")
    • If the difference is greater than or equal to 3, the target suffers a bleeding effect.
    • If used to pay for another action, it generates 1 dexterity resource.
  • Advanced Action Card: Great Sword – Attack Zone

    • Cost: 4 Force resources.
    • Allows you to choose up to three targets.
    • Jet of opposite force for each enemy.
    • If successful, the damage depends on the difference. (better damage than "unarmed fight")
    • If used to pay for another action, it generates 2 force resources.
  • Advanced Action Card: Gunslinger – Perfect Shot

    • Cost: 5 resources of type Dexterity.
    • Regular throwing of Dexterity against difficulty decided by distance.
    • +2 dice roll.
    • If successful, the damage depends on the difference. (better damage than "unarmed fight")

PS: I know it will probably take a lot of effort on my part to design all the initial decks and advanced cards for each class / weapon / area I decide for ambition.