IT'S BACK
That was quick. But trying and failing to make an interesting ISG has taught me what I need to know, and I've gotten my thoughts together.
Problems with MKWRTD, and how I propose fixing them:
Art needs improvement.
-I can fix this by getting better over time. For now I'll stick with unrealistic/chibi-ish characters. I'm working on drawing people every single day right now, but I still suck.
Player characters are way too powerful.
-I have a few ideas for this, too. For one, stop holding everyone's hand. Instill the fear of danger into the players.
--To do this, I need two things. One is that I need to make larger, scarier enemies, and more of them. Two is I need to make the system scale to make the players appropriately not powerful.
---For the second one, I have an idea: Change the roll system. 1d6 is FAAAAR too restrictive. Combat rolls will now primarily be 2d6 (e.g. a scale of 2 to 12).
Combat does not scale properly. Magic is too similar to physical attack and not really worth using.
-The 2d6 system comes into place here. I will have two (three as explained soon) seperate rolls per attack: one for determining whether or not the attack hits or misses (vs. a difficulty a level somehow, I'm not sure if I should create a NEW stat or repurpose AC for this), and one for damage. Attack roll (hit or miss) will always be 2d6, whereas damage roll will be based on the attack (so that a dagger can be 1d4+1 and a broadsword can be 1d8+2).
-Due to this system, there will be much more variation per attack, and magic can have wildly different effects at the mere cost of MP.
-Another change to magic will be the haywire system, explained soon.
Defense-based abilities are not worth using, rendering strategy a series of all too similar attacks.
-Now you don't even get a defense roll unless you choose to defend. If you don't defend, the only thing protecting you is your AC or whatever the heck number is used as a difficulty number. Defense roll will be made as a bonus to your difficulty number. However, in addition to getting a defense roll, when you defend and an opponent's attack misses, you get an instant-success counterattack!
-Defense rolls now only apply to attack rolls, not damage rolls. This does render the current AC system a bit inadequate against dealing with higher-damage weapons, so I need advice on that.
-Defense-based abilities (like the Koopa Shell Cover) will become bonuses on top of a regular defense roll.
Way too many critical hits and misses. At the same time, a 1d12 attack roll system would reduce the chances of critical hit/regular miss to nil.
-So I propose a new system. Actually, the exact same one used in the homestuck RPG ruleset: if both dice roll exactly the same number during a 2d6 attack roll (two 2's, two 4's, etc.), a new effect called "Haywire" happens. When Haywire is triggered, a 1d10 will be rolled. If the result is 5 or below, the action automatically fails. If the result is 6 or higher, the action is automatically a critical success, with widely varying results. If no critical success effect is specific for the action, I'll come up with one - probably usually involving doubling the damage roll.
The art makes turns tedious.
-Turns will now be primarily text-based, and I will focus harder on creating more entertaining sentences and text! Pictures only during important events, flashes only during REALLY important events, if even that.
The plot is too tiny.
-Each dungeon will now have its own mini-plot, perhaps linked to the main plot in some way. More minor NPCs.
The turn system is disorganized.
-Looking back on it, it's actually fine. I don't mind.
Updates are too irregular.
-I will try to be quicker with them.
The 2d6 system is inefficient for non-combat rolls.
-Thus I will keep the 1d6 rolls for this specific case.
I need more suggestions though, plus help looking over this and how it affects the metagame.