No problem, I don't mind answering questions at all. It's sorta something I expect since I don't run traditional systems.
If that's what crunchy means then I'd say so, yeah. It has a decent bit of stuff, but it's not really complicated either. Just a bit unorthodox is all.
Well it started back in 2021, I think? When I ran my first campaign. I wasn't comfortable with running a D&D 5e campaign because I still was learning about it through playing with friends and I felt like it would make for a poor time. So I decided to make my own from scratch, incorporate things from other campaigns I've played that I liked, but still keep certain D&D aspects because my first players were my friends and I didn't want them to be completely confused. From there, depending on the campaign, I kept some of the core functions like dodge, block, counter, etc. and removed others like AC, or added some things to replace levels/milestones (this just something I did recently and only once with an MHA themed campaign), all really to make it feel like a different world... Or because I like to make game system, probably both.
I chose 2d10 for this campaign because there's this mechanic called "Echoes", which happen on a 10 or 1. While getting a singular 1 of 10 won't do much, and will just be minor narrative or combat related effects (since I feel like a 10% chance to mess up stuff is a bit too high), getting a double 10 or double 1 is where things become "critical". I don't believe I made them to be autohits in the sense that the attack won't miss, but they will have a great impact on what the character wanted to do and the world itself. Well, unless they're just attacking normally, then it'll be an autohit, double damage, complete miss, or misfire.
I would say hero capacity depends on their stats (2 sets of 6d10, and drop the lowest stat, with an optional sewer slide roll: a final set that discards the other rolls for ta chance to get something better) and their words/relics, but mostly the latter. Rarely anyone's stat will be over a 10, which is the defined cap, and the in-world average stat is a 3-4, representing below average and average respectively. With every point above that signifying another level of quality/proficiency in that skill. This can be offset with better words, relics that someone is really attuned with, or just creativity. I wanted to make it so stats aren't the end all be all, since I know someone will likely roll piss on their stats.
Yeah, basically the only shlep part of their character would probably be them figuring out how to work their relics and how to use their words. And some of the other mechanics too.