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Expedition: general discussions.

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#1611
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Menty, what if I told you that you don't necessarily have to make an RPG just for the sake of combat?
The point isn't "for the sake of combat," but rather that if there are battles in principle, they should be well-made; otherwise, there will be complaints, and they will be quite justified. Well, if there aren't any battles at all, then yes, but then part of the element of excitement and risk is removed from the expedition... No, I'm not saying that this approach is impossible, I just don't see how it could be done. And since I'm already working on something else, I probably won't do it.
In my opinion, every expedition has these skills, and no one has ever used them.
For a tank, aggro is very important; it's just that before, it seems to me, it was added to various religious abilities for religions that not everyone was interested in taking.
I didn't quite understand Menty's point about evasion and accuracy. Do they just affect the damage dealt?
Evasion:
1) increases the damage spread
2) with maximum spread, increases the chance of complete evasion.
Accuracy:
1) reduces the damage spread
2) with minimum damage spread, increases the chance of a critical hit.
In other words, this mechanic plays with the spreads and additionally introduces the concept of "partial evasion" from an effective point of view.
However, I might still give chances for complete evasion/critical hit, and not just at maximum/minimum spread. This would complicate the system, but from a certain point of view, it could also be done.
 

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