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Expedition: general discussions.

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#4497
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I like the ideals system, I'll say that right away. And also the fact that sanity/mana is used as a second health pool. I had something similar in the Praxos expansion; there, characters could cast spells by connecting corresponding devices to their nervous system, and too many spells physically exhausted the nerves, or so it was explained.
I also like it when a character gains cool functionality from a skill. I slightly regret taking the stat bonus profession for Beate. It looked very appealing at the start, but now I could easily compensate for the difference, while something like an artist or psychologist would always be relevant.

Regarding magic, in the future setting, I plan not to create specific spells and magical skills at all, but only to define the directions in which magic can be developed (I currently plan to have four of them) and make it dependent on mana; the more mana you spend, the more you heal or deal damage, or the stronger the buff/debuff, etc., and also some unique things that fit the style. We'll see. For fun, I sometimes come up with all sorts of crossover multiverses, for which I have to try to combine different magical systems. As a result, in my own worlds, magic is simply energy, thanks to which you can do anything you can imagine, with enough knowledge and willpower. In Salidere, there are spells because not everyone levels up to become powerful mages; some find it easier to memorize a few ready-made formulas and enjoy it, while others don't want to reinvent the wheel. And in the expansion setting, I'm not yet sure if there are magic schools at all, and if a player receives magic at the start thanks to one of the fate cards, then they are definitely self-taught because magic, as such, doesn't exist, and there's nowhere for them to learn.
А, вот почему.

🏹🎪+⛓️♿=💕