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Expedition: general discussions.

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#3747
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Ple-Sen
I was thinking about something and came up with a few questions, and I would be interested to hear the answers from players:
1) Do you prefer systems with linear progression (like classes and levels) or a more typical experience system without classes and clear progression, where there may not be much character development, or it is heavily tied to luck and other similar aspects?
2) How do players feel about the concept of classes in general, regardless of the approach to progression?
3) Are players interested in systems that are more flexible/complex than usual in expeditions?
1. It depends on how the start is implemented. If when creating a character, you can only take a couple of weak skills, then character development is needed. If from the very beginning you have the opportunity to take something decent, then the second option. But in general, it doesn't matter.

2. We already have conditional classes when assembling characters.

3. I'm not. I won't bother figuring it out.

Added 20 minutes later
Author
Kicking into the abyss, by the way, can also not be considered particularly creative, and can be introduced into the system in any case. Just it is better to prescribe such a possibility in advance (like, accuracy check against agility + strength against resistance => successfully kicked), otherwise some NPC will kick someone of us and there will be another uproar.
I can already imagine how our characters move along a narrow bridge over an abyss, a goblin runs up and kicks everyone down. In essence, this is an instant kill. Which is not only available to everyone, but it is also impossible to resurrect after it. I have enough uproar from falls in Dark Souls...
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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