Auto-translated
I noticed that one ruler isn't handling things well. Magnus has a good storyline and describes events well, but he's not coping; we need to introduce separate combat rules for PvP. Everything is clear with PvE.
So, here are the questions:
1) What is the damage value of a level 1 character? I didn't notice a clear unit.
2) Let heroes use their own tricks in PvE, but within the style of their character. If you're a heavily armored character, be slow and clumsy. If you're some kind of ranger, your armor should be so-so, your damage not great, but you'll survive thanks to agility and luck.
3) In this regard, I propose changing the main characteristics as follows:
attack (damage dealt by the character)
defense (amount of damage absorbed, with the remaining damage going to health)
agility (chance to avoid damage altogether)
endurance (health)
knowledge (amount of mana)
magic (this number will be used to multiply the damage of magic spells, the strength of buffs and debuffs, and also the number of summoned creatures; to avoid cheating, I suggest increasing this characteristic in tenths, say by half, or weakening the spells very, very much)
4) All player actions should depend on morale and luck. Let's say someone is shooting at you. If you're lucky, they'll miss, but if the target is less lucky, they'll hit, and so on. If you run towards a wall of enemies, and your morale is low, you'll only attack half the number of warriors possible, and so on.
I SUGGEST WE DISCUSS THIS.
Added 2 minutes ago
You can also give experience for monsters, not just for quests.
attack - it increases damage from weapons. 1 attack = 10%
defense, the same, but in reverse
damage - depends on the weapon. initially, the weapon is iron, basically level 1,
level increases damage by 2 units and armor class
2. I agree
3. agility depends on armor and also on luck
4. I agree.
if you have more questions, ask
