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Expedition: general discussions.

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I came up with something like this, borrowing from others, but I'm doing it more for myself, and it's clear that there are many difficulties, including with formulas and due to the large number of numbers, so obvious things don't need to be written. I remember Revan's problems with calculations). Well, this is just an example; most likely, something will need to be added or changed because I might have forgotten something.
I wanted to make it so that each of the classes (warrior/archer/mage) has four important parameters, in order to maintain some kind of balance. The others should also be useful, but to a lesser extent. But I don't know how to best improve this without making it more complicated.
Actually, it's that simple; I'm not going to do anything with it. It's just a bit boring without experience points).

Strength:
Might - damage in melee and ranged combat. Just in case there are only bows and ranged weapons in the game.
Endurance - ability to carry more items. This refers to large items, such as weapons or armor. A small bonus so that warriors can carry more loot and, accordingly, earn more money.
Tenacity - chance to block and parry, as well as the chance to break through their defenses. (questionable)

Agility
Reaction - evasion of targeted attacks (fireballs, ranged and melee combat)
Speed - number of tiles per turn

Constitution
Vitality - amount of HP
Resilience - resistance to combat debuffs. This refers to weakening abilities of a physical nature.
Concentration - number of spells used per battle. There is an option to make some kind of limit, like with buying skills for mana points. There are cheap and weak ones, and there are expensive and strong ones. But here it will be almost like mana. Or introduce a fatigue parameter, which reduces the chance of success of the next spell with each spell. It may recover during the battle if turns are skipped. After the battle, it is reset. In the new game, it will be at the initial level. The point is to make this parameter in demand for mages and create a small deterrent for them. Fatigue is disabled outside of battle.

Perception
Accuracy - accuracy of targeted attacks
Dexterity - turn order

Intelligence
Knowledge - mana pool
Wisdom - amount of experience points received. The bonus will not be very large and will additionally give points to characteristics or skills when the character levels up. If warriors carry loot and earn money, then mages gain intellectual benefits.

Willpower
Resistance - resistance to magical debuffs
Magic - magic power

Charisma
Eloquence - favorable prices
Charm - chance to get more money for a quest, acquire useful contacts, find hidden quests. If everything is clear with the first, then the other two points are implemented in a specific way and prepared by the GM in advance. For example, a location called "City" is created, and in specific places, special characters are planned. If a person with high charisma (a specific number) appears there, then a "script" is triggered, and a dialogue begins. The player can talk to the NPC and pass a charisma check, after which he can receive a quest/contact. The check will again be carried out in a specific way, and charisma will give its bonuses. Something like cases where they give an extra die so that it is easier for you to roll the desired number. In fact, you can make the "script" trigger in any case, leaving only the influence of charisma on the chance of a successful result.
Charisma - higher chance of avoiding bad consequences in quests and trouble in the city. Let's remember the situation with Ratislav. Suppose that the player gets into the same unpleasant situation, and here again a charisma check takes place. If the roll is successful, the player safely leaves the dangerous situation.

Luck
Fortune - chance of critical damage in targeted attacks.
Talent - chance to find more money on corpses. You can use the same form as in the case of charisma and receiving additional rewards. Perhaps some other bonuses.

In theory, of course, I could implement all this because I know how, but it would take a lot of time, perseverance, possibly some resources, and a lot of inspiration, which, however, I don't have.

Be strong. Believe