I was thinking about the fact that attacker always has advantage over defender because both have a built in sway that allows the random dice roll to give a hit or a dodge when the stat difference should make the % so low it rounds off in some cases. So I was thinking about the high speed movement that is seen alot after the first World Budokai in Dragonball.
So effectively for characters that break certian stat thresholds such as X Dex or X Dodge Rate some dodges will be critical and the character would appear behind the target. Now I was considering the fact that certian builds gain more advantage at a distance then a close target such as spirit so to make this balanced you would warp to the furthest safe distance that your auto attack can hit from.
Now the idea has a few kinks of course specially in budokai you don't want your character appearing out of the ring and you really don't want tanks spinning the boss sometimes. While Warriors have lower dex I thought maybe a critical block could have an effect but something unbalanced like a status effect wouldn't fly so I thought about maybe knock back for melee targets and warping infront of for ranged targets. Issue with this is the knock back effects not only the party but you as well as the target is out of the auto attack range and the warp effect has to be limited to your selected target because a tank that is warping to mook to mook after every block would get very annoying.
For resists I thought it would be simple to have critical resist gain the EP cost of the specific move that you resisted.
Not a complete system just off the wall ideas at this point.
Valid point since there are three form of attacks they will need that dice roll mechanic for all three to keep the game from being straight number vs number like eve for instance or put in a actual action/timing based counter system which might be out of the realm of the mechanics all together at least on pve side.