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Yashur, are you not planning to join us for the expansion?
There are probabilities and endless gameplay. As I understand it, it goes on until you get bored. Two things that are absolutely unacceptable for Yashurs...
Added 3 minutes later Drakkoska
I'm looking at the settings you posted, and I see some b, z, m, p, c, ppc - and I'm already feeling uneasy.
Oh, these are just types of attacks. b - melee, m - magical attack, etc. In the games by the Master, there were, for example, mental or physical attacks. There are just more of these attack types, that's all.
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
AstralLein
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Generally, I sincerely suspect that randomness in the expansions is a rather relative thing. And the game master seems to have a coherent understanding of the plot.
Oh, these are just different types of attacks. Melee, magical attack, and so on. In the games by Master, there were, for example, mental or physical attacks. There are simply more of these attack types, that's all.
But all of this is not at all obvious from the setting itself.
Skill name - Poisoned Arrow, skill type - attack (lethal in our terms) r - ranged attack turn 2 - recharge 2 turns (once every 3 nights in our terms) 2 HP - attacks the target 2 times (Master had such a character in 89, and Arandor has something similar too)
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
Драккошка
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How do different types of attacks differ? Is it just to create a variety of different defense types and add even more randomness to the game?
How do the different types of attacks differ? Is it just to create a bunch of different types of defenses and add even more randomness to the game?
Well, not randomness, but rather to encourage more thoughtful selection of skills. Each role has its own characteristics and defenses against certain types of attacks. In 108, for example, there were characters with immunity to physical attacks, but they could be killed with mental attacks, or vice versa. Here, it's something similar, but more complex diverse.
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
Драккошка
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Yashchur: I don't like randomness! Also Yashchur: But let's have a game with many different types of attacks and defenses, so it's completely impossible to guess who did what at night, who was hit, and who wasn't!
I really like the idea of role-based health; it's the next level of natural defenses, and it would be interesting to try. And two types of attack are cool, but maybe more would be overkill.
Yashchur: I don't like randomness! Also Yashchur: Let's play a game with many different types of attacks and defenses, so it's completely impossible to guess who did what at night, who was hit, and who wasn't!
Well, I said that games with different rules were played. In the newspapers, all the Night Actions were displayed clearly. It was written like this: character <role name> hit player <player nickname> with this and that... Or like this: Yashchur - Barbossa, killed by Beckett. The goal there was more to quickly figure out the role of your teammate and gather everyone in the chat (for those who didn't know their roles initially). A corpse in such cases is the most ideal option. And then think about who to kill and with what at night. The daytime is more for casual chat than for figuring out who's who...
The question here is not so much about the complexity of the setup (during the 55th game, several other people from that forum joined me - no one, except me, understood the format of the HvM Mafia) - you can get used to anything over time. The question is more whether people are willing to play by completely unfamiliar rules. But if you want "something new," why not?
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
Ment
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Overly complex mechanics in expansions >>> overly complex mechanics in Might & Magic games.
Because in Might & Magic games, you play to win, while in expansions, you simply play, you can study these mechanics, or you can choose not to, as you wish...
Give us the artifact then. Otherwise, because of you, Arec has already lost his cool staff. And the women's teams were left without underwear.
А, вот почему.
??+⛓️♿=?
AstralLein
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Nah, I need the ring for myself. "I don't care" just means I don't care about the consequences, not that I don't care about the game.
I took the first character seriously, and it didn't pay off, so now I'm just having fun. I still don't really want to die, so you won't see any crazy moves from me.
Added 2 minutes later But, just so you know: if Vortex dies, the ring will also burn along with the experience and gold. As will absolutely any artifact that I find. That's my principle.