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Expedition: general discussions.

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#758
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I didn't like the situation in my previous game where all melee warriors were unable to defend against ranged attacks.
Well, in principle, that's quite logical; otherwise, melee warriors would really have to pump up more stats than the others.
As before, the effect of spells is avoided in two ways, depending on its type. Either through psyche against the spellcaster's magic power, or through evasion (although, with current stats, the chance of success is not very high).
If it's a competition between evasion and magic power, then the chance is almost zero, because evasion increases much more slowly.
I haven't thought about the minimum necessary value, but the magic stat definitely won't need to be pumped up. It determines either a person's potential in this art or their experience. Some characters may well be devoid of it.
Ah, but it would be great if all stats were needed...
This option seems balanced, but a little anti-fan. I wouldn't want to play as a mage under such conditions.
Come on, it's cool. In a critical situation, just blow up the city and run away to regenerate mana.
As an option, you could also prohibit sorceresses from moving in the same turn in which they cast spells. Exclude from this rule those with short range and add a skill for the ability to move, as was the case with archers.
I never paid attention, but did mages used to be able to kite, casting fireballs? That's not right.
Something else to think about.
Zanebos explained it correctly; this really looks like a super cool idea, but if you don't have a ready-made program to calculate all this, you may encounter difficulties in battles, as in the previous game.

Whatever