Gentlemen, we are currently waiting on Icerfire for the turn.
Meanwhile, I have noticed that there are still some things that haven't changed in the game, so I will be applying some balance changes starting on next turn:
Upcoming balance change:
Injuries and such
The current wound and injury system is a bit wordy and confusing. To simplify matters, I'm making a slight change:
1) All injuries (short of severing) tick down a level after three turns. This way, you know exactly how long you have to suffer that burn.
2) Status effects (paralysis etc) have a Magnitude. This is their length in turns.
This should simply tracking.
Also, I'm giving everyone Hit Points. These will be calculated by this simple formula:
Hit Points = 10 + EndModifier * 3 + StrModifier * 2 + WillModifier
Any final decimal places will be truncated.
For example, a character with 1 in the relevant stats will have 10 points (as their modifiers are 0). A character with:
End 2
Str 3
Will 0
results in 10 + (3*1/2) + (2*1) + (1*-1) = 10 + 1.5 + 2 - 1 = 12 hit points.
This should make damage tracking more obvious, and is an extrapolation of the chest/head health status that already exists.
On Speed
Kind of a boring stat, isn't it? I'm just going to combine it with Dexterity. Take your existing stats and add them to get your final. To make things more fair, I'm now going to use a D20 for initiative.
On the Arena
The Magic room will shortly be replaced by the Monster Room. Here, a terminal will be placed that teleports you into a separate arena filled with NPCs of various descriptions. By performing various tasks in the new arena, you will be awarded Capture Balls. These will allow you to catch these monsters and keep them as pets! The terminal will allow you to "duel" the pets of other players via a system that's still under development, but it's basically a cross between Battleship and Rock-Paper-Scissors-Lizard-Spock.