Yeah, that's fair.
As I said in another comment, I kinda dropped off the face of the earth for a few years there when it comes to game design and I'm only just now coming back to it.
In terms of difficulty, I tried to cleave closer to the game it's based on, Sacred Forge, which is more of a storytelling engine for weapons than it is a succeed/fail type of game system. I will probably have to take a second pass through and tinker with some of the numbers a bit.