>>13044628yeah i'm all for cheese and dog but not cheese or dog in this sort of situation
a bit, but the bigger issue was that the system for combat was prohibitively difficult to follow. in theory it was interesting but in practice i spent ages notating what everyone was going to do then trying to decipher my own notation. of course since i was sitting around figuring out what was happening for so long i skipped all the flowery descriptions and went straight to "ok you take 3 damage, do 2 damage, and move over here" which only made it feel more tedious in the end
it was probably exacerbated a bit by the fact that i made the enemies too tanky so combat took a bit long turn number wise as well, but i probably need to rebuild most of the system for combat.
the bright side is that everyone seemed very enthused by the setting and the other system for skill checks and whatnot seemed like a really solid foundation even if it needs some overall tweaking. i'm also not scrapping absolutely everything from combat, a lot of the underlying mechanics like armor with flat damage mitigation, 3 damage types, and paying a resource to resist adverse effects all worked fine