First off, don't apologize. You have, in one post, put more effort into this thing than all of my actual friends did in three years.
Why do you refer to a meter as a "unit"?
I did that to facilitate more direct conversions from other games. D&D's unit is 5 feet. HERO systems used to be 2 meters. I agree now that it's an unnecessary degree of freedom, it's just a big edit because that mechanic is referenced on like two dozen pages.
It would also be nice to have some links to the various rules on the front page...
This is a confusing aspect of the Wikia interface. There's actually a three-tab drop down menu at the top of the page. If you hover "Wiki Content" you'll get more useful sub menus, or if you just click on it, you'll get
this page.
The character sheet doesn't seem to have any space to write down what my Attributes and General Skills actually are. Why doesn't it use a tree format?
That was another one of those freedom vs. simplicity choices. It's partially because not everybody's going to have the same set of skills, partially because the skill list wasn't finalized. Even now I'd like to add skills for computer use and mech combat and stuff.
The best solution I can think of is to post a few examples of filled in sheets, which I can have for you later on tonight.
Why not just two Multiclass Abilities, instead of potentially one for every adjustment you can think of?
I was concerned that some transitions wouldn't really make sense. Imagine moving Endurance to Perception, now you can run farther while wearing contacts. Plus I like the names from a thematic standpoint. "Multiclass: Guard to Religion" doesn't have the same impact as "Paladin I," y'know?
The experience system seems a little bit fiddly.
I had designs on doing a 'best practices' article for GMs. The simplest way I could think of is to just keep tallies next to your turn order list, then at the end of the event just call out, "Grug gets 5, Thistle gets 5, and Bob gets 0 because he's dead again," or whatever. But the experience system is, I concede, an ass pull. It needs a little more information.
What sort of adventures are players supposed to undertake, when left to their own devices?
That's kind of a huge philosophical question, isn't it? I think it's a little unanswerable without the context of a particular setting. But one of the things I liked about D&D 3e that I tried to bring through here was the 'reality simulator' aspect of the mechanics where you can do just about anything and the mechanics remain consistent with each other and faithful to real world physics (as much as possible that is). So the intended answer to your question is, 'whatever they can come up with.'
...it looks like a typical attack is likely to deal only about 3 damage, where people generally have 30 or more vitality.
Here's where things get complex: Hundredfold is meant to be very freeform. Your character can specialize in literally anything. The flipside is that not everybody is going to specialize in combat. Some will focus on boosting their vitality, some will specialize in their defenses, some will max out one attack skill. Two highly-focused warriors can indeed slug it out for a long time without making much progress, especially if they're low level (less than 20).
That's another important difference; levels don't mean very much. It's not like D&D where you can TPK by going just one challenge rating too high.
10 rounds is a lot of rounds for a fight.
Arguably, but the rounds are only 3.6 seconds. Ten rounds would still be well under a minute.
But a hypothetical situation in which you might deal more damage is when you have a leader who specializes in Tactics skills
quietly observing the target for a while so he can tell his assassin buddy with
Skill Mastery (Ranged) and
Sneak Attack exactly where to strike.
[sblock=Math Time]Key thing about the skill system is that specific skills will always beat general skills because they advance faster. You gain a 0.1 boost per level, plus a 0.2 boost per Attribute upgrade, plus a 0.3 boost per General Skill upgrade, plus a 0.4 boost per specific skill upgrade, 0.1+0.2+0.3+0.4 = 1.0 meaning that the highest skill score possible is 1.0 per level, and that's only for a specific skill. Meanwhile general skills don't benefit from the specific boost. 0.1+0.2+0.3 = 0.6 per level.
Now look at Find Weakness. Assessment is a specific skill, Combat and Tactics are both general skills. It means that a 10th-level character with maxed out assessment will get a +2 on a 10th-level maxed out combatant if he just takes 5. If he just stares for three rounds, he's virtually guaranteed a 10, so that's a +7.
Now the assassin. He has Sneak Attack, so he's got the boost and the action reduction. If we assume he's also 10th level with a maxed out Ranged skill, then he has a 6.0 Combat, +7 from the leader, +5 from the ability, he's rolling +18 versus a Challenge of 20 for a 10th level target, and an average bonus of +3 on the attack. It's complicated, but I meant for this to be a more complex approach to combat than just walk up and smash.
Now, he also has Skill Mastery (ranged), so his average is actually 7.15. With all the bonuses, his attack will deal an average of 5 damage. If he rolls a 10 on both the exploitation and the attack, that's 13 damage.
...actually that's still sort of disappointing. Hmm.
Bear in mind though, 10th level is still pretty low. When you get into the mid 30s, the disparity between attack scores and vitality becomes more apparent.[/sblock]
There's also an abiltiy called Zweihander which is one of the first abilities I wrote that I can't find on the wiki at all. When wielding a two-handed weapon, you can attack for 4 actions with a -2, but deal double damage (2 vitality per 1 success). It directly opposes Two-Weapon Fighting where you can make two attacks in 4 actions (although I realize now that Zweihanding is strictly superior because it's only one attack roll. Maybe that's why I omitted it).
Dividing your time into 5 actions is kind of nice, but it does get in danger of the Full Attack Action problem: people with lots of attacks (or in your case, attacks that take 2 or fewer actions to use) are strongly encouraged to stand really near the enemy and flail away, not do crazy acrobatic moves and bounce around the battlefield.
I think the slow lumbering hulk is a valid play style, but I was planning to add tasks that reward skipping around a little like
Fancy Footwork.