
Thanks for your breakdown Verad, this was the sort of thing i was hoping for in the feedback.
i'll start by covering your closing question first, my goal with the system is to introduce a simplistic, but still impactful system that doesn't require a character sheet in order to work.
I understand there are a lot of rolls involved, but this is due to the lack of hard stats. when working with a d1000 dice it's hard to lock down specific target rolls for things due to just how wildly it can vary. Hence the competitive dice rolls to determine hit success, and an additional roll for actual damage.
I felt it was necessary, because i have been in many RP combat scenarios over the past fifteen years. I always find the same types of people, without a system to regulate their invulnerability, there are those would will simply continue to be unaffected by legitimate attacks against their character. Powergaming is ripe in paragraph RP, and it's a bane to all that i would love nothing more than to see eradicated.
Loot on Boss battles
it has no bearing on the system itself at all, it's merely if event organisers wish to provide some form of reward for their success. Gil, weapons, armor, whatever it might be. Completely optional and just in the spirit of RPG loot tables.
The Tank
I was thinking of adjusting Mighty Guard into a cover mechanic that would allow the Tank to take damage for an ally in order to trigger their defense bonus.
Recovery rolls
Initially my idea for recovery rolls was that with it being possible to be interrupted, the payoff should be great. The incredible variance of a d1000 roll means that the likelyhood of every reaching that maximum HP gain of 500 is fairly low. Were i to lower the amount, the interrupt mechanic would become too harsh. But you make very fair points on if it's worth attempting in it's current state. i'll see what i can do with this.
The DPS
I have thought about this one quite heavily. I think the change i've made to it (reflected on the sheet now) will satisfy your want for fewer rolls. I have altered the double attack ability to add a second hit automatically, but for half the previous attack's damage. i feel this balances it out enough without losing the idea behind being able to put in that quick spike of damage (possibly needed in order to finish off a stubborn tank)
Retreat
I didn't want this mechanic to be easy. If you're completely outnumbered, you're not going to find it easy to flee. And if you flee when your allies are still in combat then you should be penalised for that. Not being able to return to the combat once you have left it seems to be obvious to me. You've run away, you've escaped. To be allowed to stand on the sidelines only to return later for a cheap shot at weakened enemies would be unfair and distasteful.
Additional:
I have removed the extra rolls for dealing damage and healing. The successful roll itself will translate directly into damage instead. This seems more straight forward.
Raise has been reworked. It can only be used on the healer's own turn, and sacrifices two turns when used. There is a cap of 500hp given when Raising an ally.
A new action, Defend, has been added, allowing any party member to enter a defensive stance to take damage for their allies instead of attacking. This is obviously best used by a Tank, but can be used by others in an emergency.
i'll start by covering your closing question first, my goal with the system is to introduce a simplistic, but still impactful system that doesn't require a character sheet in order to work.
I understand there are a lot of rolls involved, but this is due to the lack of hard stats. when working with a d1000 dice it's hard to lock down specific target rolls for things due to just how wildly it can vary. Hence the competitive dice rolls to determine hit success, and an additional roll for actual damage.
I felt it was necessary, because i have been in many RP combat scenarios over the past fifteen years. I always find the same types of people, without a system to regulate their invulnerability, there are those would will simply continue to be unaffected by legitimate attacks against their character. Powergaming is ripe in paragraph RP, and it's a bane to all that i would love nothing more than to see eradicated.
Loot on Boss battles
it has no bearing on the system itself at all, it's merely if event organisers wish to provide some form of reward for their success. Gil, weapons, armor, whatever it might be. Completely optional and just in the spirit of RPG loot tables.
The Tank
I was thinking of adjusting Mighty Guard into a cover mechanic that would allow the Tank to take damage for an ally in order to trigger their defense bonus.
Recovery rolls
Initially my idea for recovery rolls was that with it being possible to be interrupted, the payoff should be great. The incredible variance of a d1000 roll means that the likelyhood of every reaching that maximum HP gain of 500 is fairly low. Were i to lower the amount, the interrupt mechanic would become too harsh. But you make very fair points on if it's worth attempting in it's current state. i'll see what i can do with this.
The DPS
I have thought about this one quite heavily. I think the change i've made to it (reflected on the sheet now) will satisfy your want for fewer rolls. I have altered the double attack ability to add a second hit automatically, but for half the previous attack's damage. i feel this balances it out enough without losing the idea behind being able to put in that quick spike of damage (possibly needed in order to finish off a stubborn tank)
Retreat
I didn't want this mechanic to be easy. If you're completely outnumbered, you're not going to find it easy to flee. And if you flee when your allies are still in combat then you should be penalised for that. Not being able to return to the combat once you have left it seems to be obvious to me. You've run away, you've escaped. To be allowed to stand on the sidelines only to return later for a cheap shot at weakened enemies would be unfair and distasteful.
Additional:
I have removed the extra rolls for dealing damage and healing. The successful roll itself will translate directly into damage instead. This seems more straight forward.
Raise has been reworked. It can only be used on the healer's own turn, and sacrifices two turns when used. There is a cap of 500hp given when Raising an ally.
A new action, Defend, has been added, allowing any party member to enter a defensive stance to take damage for their allies instead of attacking. This is obviously best used by a Tank, but can be used by others in an emergency.