I have finished my first complete run, playing by ear, as an full scholar with 2 steps in hunter, Prince Charming style, in 118 days. All quests done, almost all the books read, all the courses done, and the home almost completely updated. Time to summarize my though about the last version and update. The run have been made with the mostly with the 8.3 c and 8.3e.
All in all, the update have lived up to my expectations. I was expecting Master of Raana II, and I get delivered Masters of Raana II, and it´s great. But I though that there are aspects of the game that are unbalanced and unpolished, and this aspects it´s what I´m going to talk about. They are not deal breakers, mostly because I can always avoid them by using self restrain and playing suboptimal (playing suboptimal
!!!, just the thought make me feel dirty!!!), but a serious part of the fun for me it´s try to find the optimal way to play, so I would greatly appreciate if they were adjusted in future updates.
This aspects are, in order of importance, Melee Combat, the Workshops and the Pool Parties. I will talk in this post about melee combat only, talking about the other topics in other posts
BALANCING THE MELEE COMBAT
Have been a trend in Masters of Raana a constant increase in the efficiency and efficacy of melee combat. Since I have started to play (V 8.0) I have seen the introduction of the Great Sword, the Power Strike, the Start Advanced if Melee/Dex 80+ for the MC and the Start Advanced for every one with Melee/Dex 80+. We have moved from a starting point (VS 8.0)where the Melee Weapons were an option for poor people that can not afford ranged weapons and the ammo cost (and a few ninja style NPCs) to a point were the melee weapons rules.
Let´s make a comparison. Enya, with 81 melee skill and 39 strength, brawler with her power katana, vs Mr Doyle, with 103 ranged skill and a Coil Gun. Enya, using power strike, regularly delivers +/-10 points of damage that Mr Doyle and about the same that Mr Dole with a Plasma gun. And no, she don´t hit 61% of the time (Power strike supposedly gives you a +20 chance), she hit´s always, or almost always. And if we talk about top combatants the Arena Champion that you can find in Kahill outpost with a great sword delivers regularly damage, each and every round, close or the same that the dreaded first shot of Ayden Coil Gun.
There are some ways that came to my mind to re-balance things.
1.- Remove the magical 80+ effect. In any game, I hate magical numbers. A combatant with a 79 in melee should be almost as good as a combatant with 80, but now one it´s deadly and the other it´s really weak (loosing one round closing range it´s a very heavy toll). The rationale is that part of the training of a skilled melee combatant it´s closing range, and that´s fine. But also you can argue that part of the training of a skilled ranged combatant it´s to be aware of his surroundings and avoiding being ambushed by melee combatants. Instead of an automatic positioning, let´s make a context roll. Your melee MC and NPC can try to start close and personal and the other side will try to avoid it, and the outcome will be decided by competitive rolls between your Melee skill and the best ranged skill on the other side, may be with a bonus (+20,+30) for the ranged side. And may be this can be combined with a really nasty effect that, if you close and attack hand to hand an opponent, he can not use ranged weapons. This way, your melee combatants would sometimes be wildly effective (if they success in his ambush) or be forced to fight with his secondary weapon (if not). And also your ranged combatants would be really effective if they spot the ambush, and, if not, they must ditch his coil gun and draw swords.
The bad thing of this suggestion it´s that suppose a serious revamping of the combat engine. And I have not a clue if this it´s easy to do or if I´m asking for a lot of work. so, some more easy suggestion.
2.- Balance the power strike/aim. While the Aim maneuver it´s a maneuver that it´s rarely used, the power strike it´s used each and every round. I don´t know what are the maths involved, but the -20% chance it´s not feeled at all. May be because it´s negated by the des penalty of armor?.
But the fact it´s that the Aim makes you loose a round. May be making the power strike also loose a round (and instead of a penalty a bonus to hit)? May be halving your chances to hit after all the factors have been adjusted?. I don´t know what it´s the best mechanism, but a special maneuver should be something that you do in special cases, not as a norm.