Some random thoughts on future balancing and mechanics. All of this is work in progress and represents my current thoughts on these issues:
This will be just a flat x1.5 to all hp and damage values that will simply make it easier to balance values. By applying this equally in all regards, this is not really a change in any mechanical sense. At the moment, its pretty tough to balance damage values when the numbers are so small so this just gives a bit more room to make fine adjustments. I want to keep the numbers reasonably small and immediately understandable so the multiplier will be something small like 1.5 or 2.0. Something like x10 would obviously make fine tuning super easy but A) I want to keep the numbers small so that comparisons can be made at a glance. B) I'd rather things be balanced by being actually different rather than extremely minute differences in numbers.
Currently the max range of weapons and abilities is, I believe 7, for both the player and the enemies. I want to reduce this to say 6 across the board with all lesser ranges adjusted accordingly. This is just a general, across the board nerf to range power of any source. At the moment, against a melee enemy, a ranger with a bow essentially gets 6 shots off before the melee enemy can close to range. The same is true in reverse with a melee pc chasing a ranged npc (without charge). In my opinion, melee should be quite a bit stronger on average than ranged damage since ranged damage is dealt from a safer distance. If I wanted to do this by adjusting just damage alone, melee weapons would therefore have to deal some absurd amount of damage to make up the difference. Therefore a slight nerf in max range and perhaps a slight boost to melee damage should bring them somewhat in line with each other.
Cap all items at a maximum enchantment of 3 and spread the power growth evenly across all 3 enchantment levels.