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Which side would you find most interesting to play as?
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11 years ago
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I only like the Sylvan faction.
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11 years ago
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The texture on her face is distorted and misaligned.
Even though it's 2D, not 3D.
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11 years ago
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The images are fine, what’s the problem?
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11 years ago
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Stun. Removes the target's Stun immunity and one of their Non-Damage immunities for the rest of the game.
If this thing hits a troll, it won't be very good...
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11 years ago
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I liked the replacement artwork. Thanks, Jass!
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11 years ago
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Feature. Royal Guard armor. - Does not die after the first assassination attempt. Immune to any spells of destruction magic.
Can it be defeated by killing Argath, or not?
Feature 1. Stone skin. Has two defenses against assassination attempts. Immune to poisons and any magical effects.
ND. Interception. - Takes on the attack that was aimed at the target.
Doubtful benefit from such an ND, given the vulnerability to magic attacks. Perhaps it would be better to remove the natural defense immunity?
In reply to Злобный Ящур
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11 years ago
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Evil Lizard
If this thing hits a troll, it won't end well...

yes, I forgot to add a few details

Added 6 minutes ago
Evil Lizard
Does it pierce Argath's defense or not?

Doubtful benefit from such a special ability, given that it can be pierced by mages. Maybe it would be better to remove the natural defense ignore?

It pierces Gabriel's defense

Feature 1. Restores 10 mana units every night. Initially has 35 mana units.
Feature 2. Argath gains all of his victim's special abilities, except for healing and defense.
Feature 3. Has protection from the first attack, avoids the first execution until he performs his first action in the game.
Special Ability 1. Redirection. – redirects the target's actions to another player. Spell cost: 9 mana units.
Special Ability 2. Berserk. – the target player attacks the next visitor after Argath in the current night. Spell cost: 28 mana units.
Special Ability 3. Kill. – Kills the target, ignores natural defense (except for the Stone Man).
Ultimate Ability. Universal Chaos. – The targets of all players are randomly changed.
Status: Resident of Silverlain, mage.
The only troll left in the world. When his last girlfriend was killed, he became enraged and now kills everyone he meets.
Feature 1. Cannot be blocked. Immune to theft. Cannot be deprived of his special ability.
Feature 2. If he kills his target, he gains protection from non-magical attacks for the current night.
Feature 3. Survives the first magical attack.

I forgot to include these points in the description)

Added 1 minute ago
And the interference special ability is effective at least because the Stone Man can redirect any spell or poisoned arrow to himself, and in the first case, he won't suffer any damage at all, and in the second, he will lose one defense
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11 years ago
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Feature 1. Restores 4 mana units every night. Initially has 8 mana units in reserve.
I don't see any non-destructive abilities in the list where mana would be spent.:smile26:

Added 2 minutes later
MasteR
And the non-destructive ability is effective because the Stone can redirect any spell or poisoned arrow onto itself, and in the first case, it won't suffer any damage at all, and in the second case, it will lose one defense.
If Argat doesn't break through the Stone's defense, then it's a completely different story...
In reply to Злобный Ящур
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11 years ago
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Evil Lizard
I don't see a single non-damage ability in the list that would consume mana.:smile26:

Added 2 minutes later
Well, if Arghat doesn't pierce the stone's defense, then it's a completely different matter...

Thanks for the clarification, I've made the correction.
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11 years ago
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I want to share something with you. I have some ideas that I haven't implemented and am unlikely to implement. Perhaps someone will want to do something with them. Change, develop, experiment, test them — maybe you'll be able to bring a fresh breath into the mafia on HeroesWorld.

1. Roleplay mafia. Each role from the standard HeroesWorld mafia is split into two parts. This gives us two sets of roles: open ones (picture, description, one or two fitting traits/ultimates) and closed ones (faction, a nearly complete set of traits and night actions, and if desired, a status). Players choose their open roles during sign-ups, and everyone knows who picked which role. Closed roles, as usual, are randomly assigned to open roles and are known only to the player and the GM. During the mafia game, players are allowed to roleplay their open role; the GM may, at their discretion, give small bonuses for good roleplay (preferably not to the detriment of the actual mafia game) — an extra vote, protection, a chance for a repeated night action, etc., preferably for one game day or one game phase. How to announce receiving these bonuses is also up to the GM, but what can (if possible) be earned for good roleplay should be stated at the very beginning. It's better to limit these rewards — say, one player cannot earn a bonus more than once. Identical night actions from open and closed roles are best presented identically; the open role is not allowed to talk about their open actions — only as general assumptions.
2. Open confrontation. I intended to combine this with roleplay mafia, but it can be used independently. Before the game starts, all players, in addition to the standard town/mafia/maniac, are openly divided into 3-4 equal factions. Whether to let players join these factions themselves or assign them forcibly is up to the GM. I think a forced assignment would be better to avoid a "Team of Very Strong Players" or a "Team of Best Friends Forever." Players from the same faction can only communicate within the game thread (unless they are in a bond/mafia, of course). As you might have guessed, an open faction can win just like the town or mafia, if its win condition is met; combined wins between open and closed factions are possible. What to do with the maniac is up to the GM. I planned to make their membership in an open team formal — they are considered a teammate, but if the open faction's win condition is met, the maniac loses (dying in the finale, if the GM wants BLOOD). With good gameplay, it could result in a very interesting confrontation, double agents, intrigue, but there's a 95% chance it will devolve into ALLIANCES and a massive flame war both in the thread and in the mafia chat. The idea seems promising to me, but implementing it should be done very carefully.
3. Catalysis. Initially, with the standard numerical distribution, there is a noticeable imbalance in favor of the mafia. This imbalance is achieved by having several (from half to two-thirds) of the town's roles not working at full strength — out of a set of 1-3 abilities and 2-4 night actions (counting ultimates), they might have, say, only one night action, and that with a cooldown, or only one trait, or only half the set, or nothing at all, at the GM's discretion. But there is a catalyst character in the game — a role that, upon visiting such a "cripple," can unlock all their hidden traits, making them a powerful town role. There is a risk here that the catalyst will be randomly killed on the first night, and then the mafia will only have to methodically wipe out the entire town. You can leave it as is, or you can strengthen the catalyst — give them protection (or even invulnerability removed after the first successful catalysis), make two catalysts — full-fledged roles or give them catalysis as an addition to ready-made night actions, make it limited or rechargeable, or add an ultimate "catalyze role" — the catalyst names a role to the GM; if that role is in the game, it gets upgraded. The order of actions is to taste — it can be at the start of the night, requiring them to submit their action early (like a journalist), or at the end, alongside healing and resurrection. You could also experiment with weakened roles not only for the town but also for the mafia, and make the maniac one of the catalysts (or even the only one).

In practice, I haven't tested any of this, so some of it might turn out to be complete nonsense and just complicate everything. I would be very glad if this proves useful to you.
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11 years ago
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The first point is often found in role-playing mafia games. And it works quite well (if the players are willing to role-play in addition to playing the game), but it is difficult for the GM (because calculating the balance under such conditions is a nightmare).
The GM at his discretion can give small bonuses for good role-playing.
This is a bad idea; you don't even need to try it.
“At his discretion” can be replaced with “the bonus is given to the one who completes the task that the host assigned.” The bonus is usually agreed upon in advance, and there are many other rules. In general, it is an interesting but complicated practice. You need to get used to it.
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11 years ago
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I've always dreamed of a faction about the undead, I've been brainstorming ideas, but I can't quite come up with anything. Could you come up with something for me?
In reply to Саня Изи
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11 years ago
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I had ideas that could feature undead creatures, or simply forces of evil.
In reply to Саня Изи
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11 years ago
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in short, the city has all sorts of people, guards, and a king
there are skeletons and vampires, basically undead
some kind of maniac, a misanthrope
You can start working on it.
In reply to Саня Изи
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11 years ago
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Well... In my latest idea, there could be trolls, Necropolis creatures, and all sorts of nasty things, so yes, it would fit Mort's idea. But I don't feel like working on it right now.

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