Bah, rules!
Make it so when you use physcoanalysis, you roll and the opponent rolls, and the... Mean, I think? I don't think so, anyway, I'll give you a example to make it easier:
Physcoanalysis guy uses his weapon and rolls a 6, right? He aims for agility of opponent, which is 4
Opponent rolls a 3, take 3 from six and you decrease the agility by 3 for 3 turns, backlash can happen, in which if the opponent rolls a higher number, then you lose the amount dependent on the difference between the numbers!
That's horrendously overpowered.
And Remuthra, your rule is also overpowered, as it ignores the ways items and the token system work.
-snip-
(That went somewhere, I have no idea why I wrote that anyway,I sometimes go drunk like that anyway, still, just a suggestion.)
But I made this system with the intention of trying to get
away from that insanity.
Yeah, insanity is fun, but not all the time, not for me. I like rules.
I think what you all are failing to realize is that there
are no dice used in this game.
It was made for me to be able to run with minimal amounts of headache and calculations and stat logging, which is why it uses a graphical interface instead of a huge info dump spoiler at the end that always ticks me off having to cross-check and update, when just being able to see the stupid thing makes so much more sense, particularly when it's
easier for me to work with.I made this game to do two things.
One: run a game that won't give me a headache with a dozen stats per player, while still
having plenty of stats per player to work with.
Two: test a new game idea that doesn't use dice, and uses tactics and forethought instead.
I realize that most roll to dodges are designed so that you never think ahead more than just the current turn, and heck, I even designed the targeting system with that in mind! But I don't have fun with constant mindlessness.
At least not when I'm the one running it.
This was actually supposed to be the first of 3-4 games that use this new rule system, so I could fine-tune it for a larger project I've been planning for weeks.
I realize that it may not appeal to some people, but it's fun for me, and it's how I wrote it.
I didn't spend a week trying to figure out a proper way to run everything just to throw it away because nobody died in the first three turns.