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Expedition: general discussions.

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#3749
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I was just about to write the same thing.

Added 23 minutes later
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The main thing is to avoid cutscenes and allow the player to do something if they see that an NPC has aggressive (or not so aggressive) intentions.
I haven't really had many cutscenes myself.
Author
As for ceilings and kicks, it's probably easier to implement a check based on the character's stats. So that a fighter has a higher chance of performing a strong/successful kick than a weak character. And perhaps add such an action as an additional one (along with attack and movement).
Of course, such actions will not be automatically successful and will be tied to the character's parameters. I used kicks as an example not just like that – a similar option exists in D&D, for example.