Well, I personally get it from experience, if you are working on something, you aren't working on something else.
Especially if the other thing you are working on is easier to do a lot in and lose track of time doing it, as is common with really fun games like this new one is sure to be.
this is accurate.
Also, wow, fights are veritable salt mines, huh? It's actually impressing me just how much people can get angry during them. Though... honestly, I think it's inevitable.
First, you're trying to balance radically different characters to all operate on the same level, while at the same time you let them do pretty much whatever in terms of abilities. Slotting round pegs into square holes is hard enough without some of the pegs being starshaped and triangular and having little but the precedent of others to keep them from bending into an unworkable shape more or less at will. To be honest, this is part of why I'm not really proud of It That Embraces in this RP. She's cool, but she
doesn't fit at all.
Second, you're using a system that you made. This is not likely to go well. There are plenty of
actual published RPGs with mechanics that are fundamentally flawed in any number of ways, despite however much playtesting and focus groups and money and time was put into them. There is literally no reason why an original, barely-tested system would do any better, especially when that system is often redefined and at times barely coherent.
If it weren't for the fact that most of us don't throw enough words at the screen to make it work well, I'd recommend going more or less completely freeform, with stats as a guide at most. Sure, it wouldn't stop people from getting angry, but it's a lot less math-intensive to balance vague power levels and abilities and skills than it is to balance hard (and unpredictable) numbers against other numbers. It takes less work at the least. Tweaking descriptions and wording and appearances to make things feel balanced may be a lot of effort, but it feels less like work than cold hard math. And I feel a lot of the work that goes into mechanics just doesn't have much payoff....