That's right. I was trying to create a system that balances how much damage you output against how accurate your weapons are. More damage potential = less accuracy. This was originally going to be part of a ttrpg I was making, so multiple rolls was to add tension in the story telling and give space for player creep. This print and play was to test if it could work as a stand alone game.
Though I do think rolling shield to mitigate damage is a bit too much, but just having the stats to block damage seems less fun...