So now you're in the feedback stage. Here's some feedback in the form of quote and response:
Character Creation
Stats: At the start of each game the player has several stats each directly influencing some aspect of the game mechanics later described. there are 3 types of stats.
1. Offensive
2. Defensive
3. Special
Each stat is given 1d6 of starting ability, and players are given extra 1d6 rolls to increase chosen stats. After the Stats are rolled they become static numbers until Leveling comes into play. Except for special type stats which represent a number of dice. For each offensive Stat there must be a defensive Stat to oppose it. So a minimum character will be composed of 3 Stats, an Offensive, a Defensive, and a Special. Specials are recommended to be limited to 1 a game.Specials are represented to be used any time a coin is flipped or a die is rolled so having more than one will require conditional uses to be implemented. When ever a given defensive stat is reduced in a game the player is effected by a condition that prevents further play until other players help or he can recover over a certain amount of turns. I want to leave it open to the players to determine whether this leads to death or not to keep the system friendly to people who want a less sadistic in nature.
I like the idea of having 3 types of stats, including the limitation of Special stats to 1 per game. A modification/clarification I would suggest is to have different forms of HP for each defensive stat so taking damage wouldn't permanently lower that stat. As for recovery, each movement should regenerate 1 of each type of HP. For types of HP that are reduced to 0, use the "death flip" system as follows:
For the type of HP designated as true HP, flip coins until 3 of either Heads or Tails are reached. 3 Heads would restore the true HP to 1 and activate normal regeneration. 3 Tails would result in death.
For other types of HP, they should create a penalty (e.g. inability to move, or a significant penalty to a certain part of the game) that lasts until 3 Heads are flipped (tails would do nothing). After 3 Heads are reached, that would restore that type of HP to 1.
If someone enters a room that someone else is already in, the one who just entered should have the option to end his/her turn to heal the other player (i.e. restore all their HP to full).
Leveling
Leveling is relatively simple after completing a given number of events the player receives a bonus 1d6 to be applied to the stats. The amount of completed events can have a set total or become increasingly difficult. Depending on the players preference.
Do you mean 1d6 to one stat or all stats? I think the system should accommodate both, but leveling should be faster in games that add 1d6 to a single stat each time. As for the requirements, I would use an XP system, where each level would increase the XP requirement, and more difficult events would be worth more XP.
Dungeon Crawling
Floors: The number of floors can be limited to a minimum of 1 but its recommended at least 3 are played. Floors are composed of the "Main Floor" which represents the initial entrance and exit.that all players know.
Rooms are locations with discrete names, The first room in a game is has 3 doors and 1 exit from the area of play. When a player first enters a new room, that is an unrevealed room a d6 is rolled. Each roll represents possible directions the players can take. Players can select anywhere from 1d6 to 6d6 dice and each value will represent a different door except for a value of 1 which represents a dead end or no exit. The other values can represent 4 cardinal directions, North, South, East, West and two floor exits Up and Down. If players want to include more creative aspects they can increase the dice to represent more doors and flip coins for each door to represent "hidden doors".
Using all 3 dimensions is a good idea. As for making the Dungeon Crawling experience (mapping), probably the best way to do it without a visual reference is to label each room according to its position in all 3 dimensions. The way I would do it is something like this:
Letter-Number +/-Floor
What I mean is, use a letter/number combination (e.g. A1, C5, N24, etc.) for the first 2 dimensions, then use a +/- followed by a number to indicate a floor, with no +/- portion indicating floor 0. If this system is used, the first two dimensions should be limited to 26x26 or smaller, with the up/down dimension being the only infinite dimension (or that can be limited as well).
Events
Events are determined by coin flip, when a player enters a room or tries to use a door a coin is flipped to determine if an even occurs in the room/door or nothing at all. If an Event is flipped the player can roll a dice representing different types of events. Each concerning the use of offensive and defensive stats. A player can use a die to alter the result of the flip to their liking. there are two aspects to events,
The Challenge: Challenges can take form of many things but there are two ways to generate them. But the fundamental rule is that players do not roll their own Challenges.
Difficulty Class or DC: First roll of 1d4 or 1d6, this determines the number of d10s or d20s. Harder DCs are useful for higher level character. The character then must roll a 1d20+ Stat. a roll of 1 is an automatic failure and a 20 is always a success.
The Static:
This is used to represent a single target, it is useful for creating traps and such in that player roll a single roll of a given Stat to render the Challenge defeated. failed Statics will reduce the stat by 1. A good way to represent things like traps.
Flipping a coin to check for an event is a good idea. I didn't see the static used, but I like the possibility of permanent penalties for certain events. What I would do is, if there is an event, use a second flip to see if it's a challenge or combat. I would scale the challenges as follows:
d4 Scale, d10 for DC, no Static (I'll write my suggestion about it after the difficulty types) would be the easiest type. Adding a Static would increase difficulty, but if an XP system is used, a Static should just multiply the XP value by a certain amount, so I won't compare Static versions to non-Static versions.
d6 Scale, d10 for DC would be the next level.
d4 Scale, d20 for DC would be the third level.
d6 Scale, d20 for DC would be the highest level and would only be recommended at high levels.
The way I would do a Static is to get one chance. Success would result in a reward and the ability to continue on next turn (I like the idea of events stopping movement). Failure would result in a permanent -1 penalty to the tested stat, but the event disappears with no reward.
Combat Encounters:
Roll a DC this will determine the strength of the foes as well as the number of opponents. The first roll of 1d4 or 1d6 will represent the number of enemies and roll a d10 or d20 for each to determine their Level, this roll will represent both the Offensive and defensive Stats.
Flip a coin at the beginning of the Encounter if the player guesses the correct outcome then he has not drawn the attention of the enemies and has the option to either Surprise, Retreat or Sneak against the group.
Surprise: The player receives a +1 to his/her first attack roll against a single opponent.
Retreat: The Player returns to the previous room and doesn't alert the enemies to pursue
Sneak: The player can attempt a 1d10+Offensive Stat roll against the opponents defense stat, if the roll is higher then the player may pass unnoticed.
In-Combat the order of attacks is determined by the value of an Offensive Stat, if a Stat is equal at some point then an additional 1d20 is rolled the higher of the 2 will take the earlier position. If someones Offensive stat is 10 or more to an opponent they receive an additional dice roll against that opponent.
Turns: Each turn consists of either an Attack, Defend, or Flee action
Attack: the attacker rolls 1d20+Offensive Stat VS 1d20 +Defensive Stat, successful attacks will reduce the defensive stat by 1 or 2 on a natural 20
Defend: The opponent sacrifices an turn to gain a 1d6 of additional defense for 2 more turns, including this one and a chance at a counter attack. Counter attacks occur when the Attackers roll is 5 or less then the Defensive Roll
Flee: The player attempts to roll a 1d20 to flee, if the stat is less than 7 the attempt fails and the player loses a turn. Fleeing will result in a pursuit check, flip a coin if the result is heads the opponents pursue the player if its tails they do not. A player that is more then 3 rooms in between a pursuing party they lose the party and are safe. The pursuers stop in their current position
During the test, the level was reduced to d4 per opponent. What I would do is use 1d4 or 1d6 monsters (use 1d4 early on, not 1d6), and use any die size for levels, using larger dice at higher levels. The XP would be based on the sum of levels.
The surprise flip is a good idea, but the Surprise result should be a free attack against any opponent rather than just a +1 on the first attack roll. As for the offense/defense system, what I would do is rather than roll for both offense and defense, just make defenses like DC's (actually, it would be more like AC), with each DC being 10 + the defensive stat. Using a d20 + offensive stat to attack is still a good idea. Also, damage should be level/stat dependent (1 damage, 2 for crit would actually be pretty slow at high levels). I would suggest the following:
The base damage should be 1, but every 5 points in an offensive stat increases the damage by 1 for that stat. As for criticals, a natural 20 would always hit and deal double damage. A natural 1 on an attack roll should always miss.
The Defend option should just add 1d6 to all defenses for the next two times being attacked, but a counter attack should only occur is the attack roll is a natural 5 or lower.
The Flee option is good as is.