Should I give characters more HP?
Im still working on weapons, hp, and attacks. Im trying to figure out how to mix them and keep it interesting.
How it currently works is you roll your attack dice pool and counting successes along an effect track. So if you roll 4 successes and you have an attack that looks like: 2/[W]>2/prone you would do 1 instance of weapon damage and knock your target prone. (This is oversimplified.)
Right now weapons are based on weight.
Weightless: 1 dmg
Light: 2 dmg
Moderate: 3 dmg
Heavy: 4 dmg
Players can specify weapons traits such as reach, concealed, etc. That either give combat benefits or advantage on certain tests (or the reverse in case of a drawback). These traits come at a cost of reducing damage. -1 point per benefit, +1 point per drawback.
Hp is your elemental stats. If you or a monster take 4 damage you/they lose 4 elements. (Elements determine how many dice you can roll. Its too much to explain here exactly how it works but the tldr is losing Elements reduces your dice pool depending on how you allocate the losses. You have 18 Elements.)
What I've been struggling with is attacks. 1 damage is a lot and a single weapon strike can devastate a creature.
I dont want to add hp wildly and I like that damage reduces your stats but I need some breathing room. I also dont want to give more Elements. Im struggling with coming up with attacks that have variety. I also want to give the ability to create attacks unique to your character which is not working under the current system.