SnoozySloth lynerparel
My problem with writing a system is that I write with MMORPGs in mind. So the systems have to actually work if transferred into a game. That means all my systems actually have an Excel sheet to back them up, calculating all values: Attack Damage, Attack Penetration, Potential Critical, Armor Protection, Innate Resistances, Health Regeneration, Ability Cool-downs, Weapon Grades etc. etc. That's why I've decided my next system novel is going to be hand waved rules.
Note that most MMORPG novels including popular ones, actually have systems which fail as MMORPGs. For example, Advent of the Archmage and Night Ranger (both of which I enjoy), plus Sword Art Online, have MMORPG concepts like getting over powered unique abilities for players who are the first to complete a Raid or Instance. That doesn't work in real MMORPGs due to game balancing between players. Instead first completion rewards would be Hall of Fame bragging rights and maybe rare items, cosmetic additions or tokens which are available to paying players. A company that created over powered unique skills for a single player would simply be shooting themselves in the foot. Especially if they have competitive PvP.
Perhaps the best MMORPG system I've seen is Log Horizon. The abilities actually run like they would work in an MMORPG. When new potentially game breaking abilities do appear, they are explained as going beyond the original MMORPG system. Hmm... that gives me an idea. :)