Alright. I’ll check out the video. I don’t have anyone to play test my system with (which is kind of why im here). But I’m gonna keep posting in case someone else comes along in the next few who thinks it might be worth looking into. Failing that I’ll move on.
Edit - regarding “slowing down combat mechanics,” that depends on what you mean. I think the mechanics of the combat will move along very quickly - faster than say, a round of 1v1 combat in D&D. But the combat itself will last much longer because each moment of the combat is dealt with. The combat will tell its own story based on the math with the GM only adding flavor to each exchange.
I do not play d&d, there are many other games with better and more interesting combat mechanics, it is a very low bar to beat.
A fundamental problem that I can see in what you are trying to do is, for you:
rolling dice to resolve something results in adding to an abstraction, (eg. "momentum") ...
that abstraction (momentum) may later be used in another die roll which may then result in something happening.
This is what immediately strikes me, is what you are doing is layering abstraction upon abstraction, this is what makes it slow and confusing. What you could be doing is - make something happen - with each player action. How detailed that "something" is you can tune to how detailed you want the system. Having nothing tangible happen is one of the problems with what you are trying to do. The other problem you have is describing how the thing works, it is largely incomprehensible from the way you have written it. Sorry if I am blunt. My number one recommendation is to simply read and play more RPGs.