Howdy. I’ve given it some thought recently, and for balance purposes, I think some stats and numbers need a second look regarding how damage is calculated. Ultimately, I think the slower combat is, the better roleplay is, but the way the math is now makes things a bit unbalanced, I think. Personally, I think damage all together needs to be scaled back a little, perhaps making it multiplied by 2 or 3 instead of 4, but first I want to address the things I think should be addressed.
Strength/Dex not only adds damage, but also increases your ability to dodge, which is huge, because it gives you the ability to take on an army by yourself. Perhaps dodge chance needs to be removed from Strength/Dex for balance’s sake, to put more power in outnumbering your opponent. The way it is now, I think a single person could most definitely take on a large group, especially if their damage is high enough. There should definitely be safety in numbers. (Daemini definitely went slam sandwich on people during the first Daemon/Sanguine conflict, because she kept dodging everything)
Second, I think the way Melee/Ranged is leveled needs to be adjusted. Currently, child characters who are born in areas with many other child characters have the means to level melee/ranged quickly, due to their 75% damage reduction and low risk at injury I don’t think that is very fair, considering how quickly it can be leveled given the right circumstances. My suggestion would be to take out skill gain from landing hits all together, and instead let people make “sparring” projects with one (or more) other person, similar to a magic apprentice learning with a master. At the end of the project, both parties can take some damage. This way, everyone has the opportunity to level melee/ranged, no matter the age or population.
Another thought I had, is that guards do not retaliate against people who have a weapon quality lower than 2, but with the math, someone could have a junk weapon, but still have huge hit numbers, because there is more that determines damage than just weapon quality.