Human beings by their very nature are "score keepers." By that I mean that we make mental note of errors, inconsistencies, discrepancies, and such and tend to keep track of how many and how often they pop up. Nobody wants to play a game that has "issues" for very long, unless they are motivated by being a beta tester or have some other reason to overlook the trouble spots. I have found many small things in the data, that cause me to scratch my head and say, "hmmm."
Game Balance
1) There are many consistency issues with items.
Mace +2 is 2 swings for 1-15 +1 THAC0
Battleheart's Mace +2 is 1 swing for 1-12 +2 THAC0
Onyxarm's mace +3 is 1 swing for 1-12, +3 THAC0.
Plate Mail +4 is 12 ac and 0 THAC0
Heroesblood Plate +4 is 12 ac and -2 THAC0.
Chain +3 is 7 ac and 0 THAC0.
Hawklight's Chain +3 is 7 ac and -1 THAC0
Now .. each of the named items is a unique item that does have an additional power. Nonetheless, it still should be as good as the non unique item of the same class. Why on earth would I swing Onyxarm's mace and give up 1 swing and 3 possible damage versus a lowly Mace +2?
In the same vein, Swords start out superior to maces and axes at the mundane level. But quickly fall in power when compared to the other weapons. +1 mace is only 1 swing for 1-10 (+1 THAC0) a +1 sword is 2 swings for 1-6 (-1 THAC0). By the time you reach +2, the mace is far superior to the sword. As far as cash value goes, the data is even more confusing. Short Sword is 80, Mace is 40. Sword +1 is 100 (!) and Mace +1 is 7000 (!!!) The same goes for Axes. Confusing and troubling.
2) There are very few real choices to make when equipping your character. The item data is pretty much cut and dried. You either have the best gear (and are wearing it) or you are still hunting for it. To have a better system, players must be forced to make tradeoffs and see the risk/reward of those choices. If a set of special chain was available for a class that otherwise was restricted to leather (say rangers) and if that set of armor had a penalty associated with it ( -THAC0 or negative spell ability/stats) -- then I would have a choice to make. Likewise, if I had to choose between a weapon that got 3 swings for less damage and a weapon that got 2 swings for more damage, I again would be making a choice. Special Chain for clerics could give a wisdom bonus or let them cast a otherwise mage only spell, but costs them some AC, or some THAC0, or some spells. The details aren't really that important, but the key is allowing/forcing players to make choices that effect the outcomes of the game.
3) Strengthen the weakest classes. Under the current game, there are some classes that possess so little benefit that they are borderline "eye candy." Paladin, Ninja, Hirebrand and to a lesser degree Thief fall into this category. Why on earth would I want to run a Paladin facing much higher exp parameters and a longer time at the roller, than say a cleric? Cleric's get their spells faster, and swing the same weapons (Mace, Kargen Hammer) that I am going to be using with the Paladin. Paladin's double blow is useless. The only benefit in favor of the Paladin is the touch to heal. If you went back and fixed the item data, so that fighter type swords were superior to maces, then that is a plus for the Paladin. Beef up double blow to where it does considerably more damage, and you have helped both Paladin's and Hirebrands. Give Paladins a bonus to retain their human companions so that they run away much less often than other classes. (I know another coding issue!) and give them some Paladin only items like Crusader's Blade, White Shield, Holy Plate, etc. If these items have significant bonuses over the more mundane items available from the same levels, you will have gone a long way towards making them more useful. Ninja is a much more difficult class. Their "benefit" is fighting. The deficit is lack of ac, which makes them almost useless as fighters. Ninja only armor and perhaps a ninja only shield as well, would address this issue, but would run the risk of overpowering the class vis a vis the harder to roll samurai. Perhaps the addition of an item casting a self only buff that was exclusive to the ninja class would help. It would need to be available at by dungeon level 3 or 4 and would need to give the ninja some speed ( ala fieal) some AC, and some extra killing power (like a double strength altatok.) This items would then need to be available in an improved state for level 7 or 8. And again most likely on level 10.
4) Strengthen the weakest races. By weakest here I am referring to those with little to warrant their use. As it stands now, I want all my char's to be Kobolds. Early on, I was building up a bunch of dwarves. I can see no reason to ever run an orc (for example) except hits, and quite frankly the 40 year age out is too low to consider. That problem could be mitigated by bumping his age up to 50 or so, but then you are cutting into the Gnoll's niche. Ultimately, the thing that dictates whether a race is useful or not is the exp parameter. I feel that there is so much spread between the lowest (Kobold) and the others, that the others are relegated to niche purposes -- if they even have one. Could the exp spread be tightened up some?
probably. Could items be introduced (ala dwarven hammer) to try and help out the races with the least potential (Ogre, Gnoll, Human?)
I dunno. It seems silly to have 8 races in the game, when everyone is running 2 or 3 at most.