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For some reason, I thought that all the clans lived in one big city, maybe even a multi-level one, like a ring, and each clan controlled its own territory. I don't know why I thought that, but the image I had in mind was quite interesting.
I created a new system, then I messed it up; I decided to go back to the old one, thinking why change something that already works more or less, and then I started thinking about doing it differently again :confused:
Well, the old system has two major problems: it's quite random, and some characters' stats get boosted to monstrous levels, while others remain within normal limits. It's not very fair when someone is limited to a base dodge = agility (and, at best, can have agility x2 if they take a specific perk/skillset), while their neighbor has dodge = agility x4. However, this problem can be fixed without significantly changing the core mechanics. Moreover, its solution will somewhat alleviate the first of the problems I mentioned.
It would even be interesting if it weren't for the fact that the lack of "random stats" (accuracy/evasion, primarily, but will checks and other checks to some extent as well) doesn't lead to unpleasant random events. The number of hits on the enemy never matches the expected value of these hits; sometimes it's more, sometimes less... If it's more, it usually doesn't make a significant difference (but sometimes it does, if you remember the death of Aritha, meaning that the players who have more battles than the NPCs are in the greatest danger, and therefore have more opportunities for unpleasant situations to manifest). If the number of hits on the enemy is less than the expected value, then... Well, there's no need to comment on that; you're just dead if the enemy's evasion is high enough, and it doesn't matter that, according to the pure expected value, your forces might even be approximately equal or less than his. As a result, the usefulness of stats is as follows: Accuracy (if you don't hit, you're dead, no options) > health (it's more important for the player to survive a hit than to hope that they won't be hit) > evasion If the system with misses were more lenient, it would be possible to equate these stats and, as a result, create quite a few different combinations of them that would be viable.
Besides, the strength of the enemies forces you to create the most powerful builds, choosing the appropriate factions, because a standard build won't do anything and will be defeated. In other words, the game is designed for experienced players, not for ordinary ones, although even the former don't always succeed.