review
implemented
Optimized high level combat is pretty much just a coin flip to see who goes first.
Talon
2026-08-30 21:21
It is frighteningly easy to execute an OTK in the current environment. Buff myself with a high amount of loaded roll and advantage to increase both hits and crits, stun the opponent just for the massive damage bonus, then spend the rest of my AP throwing out 10d6+DMG. This results in multiple crits, some of which even get over 200 dmg.
Personally, I would just scrap AP entirely to facilitate actual proper back-and-forth gameplay, perhaps replace it with an Agility stat that determines who goes first and can result in extra turns if it's significantly higher than the opponent.
If that doesn't sound good, perhaps something similar to multiple attack penalty from Pathfinder Second edition where you get a stacking to hit penalty on subsequent attacks, perhaps penalizing repeat moves and maybe forcing diversification.
Personally, I would just scrap AP entirely to facilitate actual proper back-and-forth gameplay, perhaps replace it with an Agility stat that determines who goes first and can result in extra turns if it's significantly higher than the opponent.
If that doesn't sound good, perhaps something similar to multiple attack penalty from Pathfinder Second edition where you get a stacking to hit penalty on subsequent attacks, perhaps penalizing repeat moves and maybe forcing diversification.
Comments (5)
Shadow Beast Aiko
2026-09-06 18:08
I have noticed this as well. I want to do more PvP, but with what was said here, it is hard to have fun with it when every time it is just a matter of who goes first.
Wrecksler
2026-09-21 10:10
Yes, that's a real issue. And you listed quite a few plausible solutions to that, but the question is - which one would be better\most fun to play with. Curious to hear other people's opinions.
I am not sure if scrapping AP entirely is the right move. Divinity was the original inspiration for that, and AP and AP costs was thoroughly discussed and designed way back when we discussed and designed the UFL 2.0 rule ideas way back in Discord. It offers combos, move economy, distinction between powerful single use move and multiple weaker attacks.
But obviously current implementation is flawed. Maybe there should be a hard cap on max number of AP. I think there already is at least a soft cap on it, IIRC, but we could say that max AP is like 6. So the scaling goes from 3 AP to 6 AP.
Penalizing same moves might be a solution.
But maybe what we should target is buff stacking. Like effects like loaded dice should not stack at all, and maybe they should not last for the entire turn but only for the next move. So if you use loaded dice, it loads the dice only for the next 1 move you do, not for your entire turn. And if you load your dice twice it has no additional effect.
I am not sure if scrapping AP entirely is the right move. Divinity was the original inspiration for that, and AP and AP costs was thoroughly discussed and designed way back when we discussed and designed the UFL 2.0 rule ideas way back in Discord. It offers combos, move economy, distinction between powerful single use move and multiple weaker attacks.
But obviously current implementation is flawed. Maybe there should be a hard cap on max number of AP. I think there already is at least a soft cap on it, IIRC, but we could say that max AP is like 6. So the scaling goes from 3 AP to 6 AP.
Penalizing same moves might be a solution.
But maybe what we should target is buff stacking. Like effects like loaded dice should not stack at all, and maybe they should not last for the entire turn but only for the next move. So if you use loaded dice, it loads the dice only for the next 1 move you do, not for your entire turn. And if you load your dice twice it has no additional effect.
Cameron Blackridge
2026-09-22 05:23
I personally like the idea of locking the AP cap to 6.
Wrecksler
2026-09-24 07:05
I uploaded some changes to this, will mark this as solved just for ease of bookkeeping, but feel free to request reopening or open a new issue if the balancing changes did not help
Wrecksler
2026-09-24 07:05
Details in changelog
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