Please don't think I'll take criticism as a personal insult. That's exactly the reason why I wanted outside opinions. You've even given me the percentage based math of it, so you've helped me more than you know, Freelance.
To address some of your issues, I was intending this to be a system free of levels. While it's always a topic for debate in MMOs, I feel like FFXIV's more fluid level system makes it difficult to really place (especially experienced) characters at any given level. While I have my IC ways of justifying those sorts of aspects of the system, primarily how I plan to stage these types of fights, I'm hoping that much to be a non-issue.
For criticals, I actually have the number exactly where I want it to be, being roughly 30% of the time. Something has always urked me about the 5% chance of rolling 20s (even doubling or tripling your critical range seems blah -.-). At 30%, especially with a (rough) minimum of 7 actions per battle, it keeps them at least statistically significant. For this reason, I wanted critical effects to certainly be beneficial, though not terribly ground breaking.
The biggest fix I need to make are on individual skill actions to make sure they are at least moderately balanced. Feign is one of my larger issues, as you've been able to point out, though I personally do like counter. The chances are always moderately low, but it's the only defensive ability that allows you to deal damage, making it a calculated (and stylish) risk.
I'm trying to avoid a 'rock, paper, scissors' game, as that relies on the trusting the moderator not to pick a side. Using that d20 system the Grindstone uses, it eliminates all possible cheating, as moderators in this system are just to factor in the mechanics.
But hm, mechanics. I've been considering replacing feign entirely, as the mechanic seems a bit too simple and easy to simply not use, though it does actually prevent your enemy from using critical fairly well, lowering that already decently small window. I don't love it, but I can't bring myself to hate it, either.
Along with Evade, those moves play some role in affecting critical chance, but I want to make sure it's enough for what else they do. I'm considering making break deal damage on non-critical hits, just to add more 'offense' to my 'offensive abilities', but it seems a bit sad to change the mechanic. It would require making strike grant some other buff, but I feel like I'll be making it too complex at that point.
Edit: Oh! and while I do like lingering effects, my take on a minimalistic system means not having to keep track of too much. I have abilities that bleed into the next round, but I'm trying to limit it to that.
To address some of your issues, I was intending this to be a system free of levels. While it's always a topic for debate in MMOs, I feel like FFXIV's more fluid level system makes it difficult to really place (especially experienced) characters at any given level. While I have my IC ways of justifying those sorts of aspects of the system, primarily how I plan to stage these types of fights, I'm hoping that much to be a non-issue.
For criticals, I actually have the number exactly where I want it to be, being roughly 30% of the time. Something has always urked me about the 5% chance of rolling 20s (even doubling or tripling your critical range seems blah -.-). At 30%, especially with a (rough) minimum of 7 actions per battle, it keeps them at least statistically significant. For this reason, I wanted critical effects to certainly be beneficial, though not terribly ground breaking.
The biggest fix I need to make are on individual skill actions to make sure they are at least moderately balanced. Feign is one of my larger issues, as you've been able to point out, though I personally do like counter. The chances are always moderately low, but it's the only defensive ability that allows you to deal damage, making it a calculated (and stylish) risk.
I'm trying to avoid a 'rock, paper, scissors' game, as that relies on the trusting the moderator not to pick a side. Using that d20 system the Grindstone uses, it eliminates all possible cheating, as moderators in this system are just to factor in the mechanics.
But hm, mechanics. I've been considering replacing feign entirely, as the mechanic seems a bit too simple and easy to simply not use, though it does actually prevent your enemy from using critical fairly well, lowering that already decently small window. I don't love it, but I can't bring myself to hate it, either.
Along with Evade, those moves play some role in affecting critical chance, but I want to make sure it's enough for what else they do. I'm considering making break deal damage on non-critical hits, just to add more 'offense' to my 'offensive abilities', but it seems a bit sad to change the mechanic. It would require making strike grant some other buff, but I feel like I'll be making it too complex at that point.
Edit: Oh! and while I do like lingering effects, my take on a minimalistic system means not having to keep track of too much. I have abilities that bleed into the next round, but I'm trying to limit it to that.