@ Platinum Bearer
I am stingy with loot, that's true. This is to keep things tight on the player with both having items they could sell off for money, and also equipment they need. Basically, there are specific encounters where you can pick up stuff that would be useful. Otherwise, monsters don't drop treasures.
But I'm glad you are having some close battles. The reason you need to talk to NPCs multiple times, is because of the way I structured conversations. With Question Lists and multiple responses, there is no way to copy and past duplicate text in FRUA. So often times after the initial talk with a character, you have to return to get the rest of the story. I wouldn't expect players to keep notes, but there quite a bit of information thrown at the player, with no journal. Kind of Old School design.
That's great! I really wanted to capture that sense of running into harder encounters, typical of classic M&M. Even backtracking and coming back again.
I have to think about Thespar's mission to Khyn, which I added later in development. There are supposed to be only two ways into the city right now, and players will likely get the Abbot's order early thus missing the chance to hit an obstacle. That's more gamey than logical, but I'm on the fence about it.
I appreciate all the feedback from everyone, and an updated version will reflect these comments.