List your problems you've got with ZURPG currently! Based on this list will determine our order of development to help fix things!
Problems with ZURPG
- Way, way too many effects flying around.
- Too many spell options causing players to take time figuring out what spell/attack they want to use.
- Honestly, our damage formula, while simplistic, ... currently makes it hard to get high damage values unless you're rolling a high stat versus a low stat, and even then I've noticed 80% of abilities halve damage or do no damage. This is a problem that even higher dice numbers don't solve due to the randomness of the random number generator and the success system. Same-valued rolls tend to be similar, causing attacks at higher levels against higher-level opponents to take very little to no damage.
1 and 2 are in the processed of being fixeroo'd.
Regarding 3, it can be fixed by switching to essentially the equivalent of how D&D does it, aka roll to hit, and then each attack has a separate roll for damage, ie 1d8 or 2d6, etc.
... except I'm not sure why that's considered an issue. It's kinda a given that if you go up against someone with a similar stat, you're not going to do much damage without some high levels of lucksacking. If we ran the game without random chance and a guy with 15 Courage attacks a guy with 14 Courage, it's barely going to do damage anyways. We can ramp up the options you have for customizing towards offense or defense, so if you wanted to go all-rounded in the stats department and then ramp your customization towards offense, you can deal good damage in almost every case. I think we have those options right now defensively (namely double shields), but offensively... not as much.
Regarding 3, it can be fixed by switching to essentially the equivalent of how D&D does it, aka roll to hit, and then each attack has a separate roll for damage, ie 1d8 or 2d6, etc.
... except I'm not sure why that's considered an issue. It's kinda a given that if you go up against someone with a similar stat, you're not going to do much damage without some high levels of lucksacking. If we ran the game without random chance and a guy with 15 Courage attacks a guy with 14 Courage, it's barely going to do damage anyways. We can ramp up the options you have for customizing towards offense or defense, so if you wanted to go all-rounded in the stats department and then ramp your customization towards offense, you can deal good damage in almost every case. I think we have those options right now defensively (namely double shields), but offensively... not as much.
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