My original design goals were to significantly accelerate RPG combat, giving time for either more action or more drama. Drama and gamism are the two focuses. Another game can deal with simulationism, perhaps even one I work on in the future.
Having cleared my mind and gone back to the beginning, I've sorted out simpler Defenses for the next playtest round.
There are now only six Defenses. Some of them have a related attribute, and their base value is equal to Level + Attribute Prime (or just Level if there is no related attribute).
|Energy||MIND'||Lightning, Psionic, Sonic|
|Divine||SOUL'||Corruption, Holy, Unholy|
|Toxic||-||Poison, Venom, Acid|
These Defenses reduce incoming damage, and also replace attributes on many defensive combat checks.
Each Defense has subtypes, such as Energy(Lightning) or Energy(Psionic). However, I don't expect a character will have more than 2 or 3 specific subtype modifiers at any given time, which makes this manageable in play.
I'm looking forward to seeing how the players feel about this system after playing with it.