I suggest adding a new stat, CHARISMA, to the existing ones like Strength, Wisdom, etc. Charisma would affect persuasion and leadership, as well as the power of non-damaging spells, such as various shields, blessings, summons, and so on.
Posts from Discussion: Suggestions for RPG Development
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I don't know, it seems a bit vague to me... I was going to suggest the same thing with luck (like getting out of tricky situations, etc.), but then I thought about it and decided that in text-based RPGs like ours, skills like charisma, luck, attractiveness, and trading are simply not playable.
So, charisma would give a bonus to companions (when you're in a group) and affect the strength and duration of non-damaging spells (like blessings, prayers, and various summons), so charisma is needed!
Нет невежества - есть Знание
I suggest adding a new stat, CHARISMA, to the existing ones like Strength, Wisdom, etc.
Charisma will affect persuasion and leadership, as well as the power of non-damaging spells, such as various shields, blessings, summons, etc.:D
P.S. I suggest assigning characteristics as in Heroes 5, with a certain probability for a specific castle.
Town Type of Hero Attack Defense SpellPower Knowledge
Academy Wizard 10% 15% 30% 45%
Dungeon Warlock 30% 10% 45% 15%
Haven Knight 30% 45% 10% 15%
Inferno Demon Lord 45% 10% 15% 30%
Necropolis Necromancer 10% 30% 45% 15%
Sylvan Ranger 15% 45% 10% 30%
- Чжуан-цзы
Сильванис
Combat Skill - the number of points affects how many attacks you are allowed to make against a particular enemy in one turn.
Defense Skill - affects how many times you are allowed to dodge or block an attack.
Killer Skill - affects the number of enemies you are allowed to kill in one turn.
Magic Skill - affects the number of spells you are allowed to cast in one turn.
The health mechanic doesn't work here, in my opinion. Heroes with 20 HP can walk around and fight without paying attention to serious wounds. It would be much better if injuries were received regardless of how much HP was lost. If your leg is injured, it means it's harder for you to walk, regardless of how much health you have. If you are injured in the arm, then act like you are injured in the arm, and don't just brush it off with a cheap (-15 HP) penalty. That's stupid, in my opinion.
And the spells that players have, regardless of their power, are learned as the game progresses. At the very beginning, mages are allowed to have a maximum of three spells.
Regarding injuries – in my last post, I described exactly what happened to me during the fight... By the way, Wiz, as the GM, tell me – is everything okay there? I mean, without any exaggeration of my own power?
Regarding Charisma... Well, if you approach it the way Gvozd suggested, you could say that the other stats will also be determined by the post itself (like, if I say I hit an enemy so hard that he flew three meters, then that means I have high strength). Although, of course, I admit that it's one thing to imagine having great strength (anyone can do that), and quite another to actually write something eloquently (that's something not everyone can do).
And there's also the problem of describing eloquence – as a psychologist, I can professionally guarantee that a very significant, if not the main, role in eloquence is played by the nonverbal component (that is, gestures, facial expressions, intonation, etc.). It's very difficult to describe, because most intonations and facial expressions are tracked unconsciously.
- Чжуан-цзы
Сильванис


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
Otherwise, I agree.
1 Give monsters HP, defense, and attack, as in Heroes 5.
Otherwise, the monsters are very weak.
2 Use characteristic names as in Heroes 5.
Strength - attack
Agility - defense
Knowledge - mind (it will affect the amount of mana, since artifact items aren't suitable) + 10 per 1 point
Sorcery - wisdom
For each level, the hero can get a bonus to one of these characteristics.
Endurance - vitality, added automatically for each level. + 10 per level, because Heroes 4 didn't have such a characteristic, otherwise all heroes will be very weak
3 Spells can be learned in the Mage Guild; their power, damage, and other attributes will be as in Heroes 5. To use spells of one level, you must pay
4 Hero skill development as in Heroes 5, see the skill wheel.
5 Field spells can be learned at a certain level, as in Heroes 5.
I will be able to bring these ideas to life if I am given GM rights
Magnus, I will be critical
1. I'm adjusting the monsters
2. And what will changing the NAMES give? It already gives +1 to any one skill per level... NPCs will have a certain number, more - only through artifacts
3. Strength and damage grow in Heroes, according to what criteria should we measure it?
4. And GMs will go crazy trying to adapt a PURELY TEAM-BASED ABILITY to ONE character... or remembering all the nuances
5. The ONLY thing I won't criticize... But rather, not like in Heroes, but like in D&D - the higher the mage's level, the stronger


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
Smok, structurally speaking
Magnus, I will be critical
1. I'm editing the monsters
2. What will changing the NAMES give? It already gives +1 to any one skill per level... The number of skills will be determined, more only through artifacts
3. Strength and damage increase in Heroes, according to what criteria should we measure it?
4. And GMs will go crazy trying to adapt a PURELY TEAM-BASED ABILITY to ONE character... or memorizing all the nuances
5. The ONLY thing I won't criticize... But rather, not as in Heroes, but as in D&D - the higher the level of the mage, the stronger the available spells.
3 Here are some examples of spells in Chaos magic
Magic Arrow:
Effect at levels:
[None]: damage=48+8*SP
[Basic]: damage=56+8*SP
[Advanced]: damage=64+8*SP
[Expert]: damage=72+8*SP
Stone Spikes
Effect at levels:
[None]: damage=24+8*SP
[Basic]: damage=32+8*SP
[Advanced]: damage=40+8*SP
[Expert]: damage=48+8*SP
Ice Arrow
Effect at levels:
[None]: damage=60+12*SP
[Basic]: damage=72+12*SP
[Advanced]: damage=84+12*SP
[Expert]: damage=96+12*SP
Lightning
Effect at levels:
[None]: damage=11+11*SP
[Basic]: damage=14+14*SP
[Advanced]: damage=17+17*SP
[Expert]: damage=20+20*SP
Fireball
Effect at levels:
[None]: damage=11+11*SP
[Basic]: damage=14+14*SP
[Advanced]: damage=17+17*SP
[Expert]: damage=20+20*SP
Ring of Cold
Effect at levels:
[None]: damage=60+12*SP
[Basic]: damage=72+12*SP
[Advanced]: damage=84+12*SP
[Expert]: damage=96+12*SP
Chain Lightning
Effect at levels:
[Advanced]: damage=20+20*SP
[Expert]: damage=25+25*SP
Meteor Shower
Effect at levels:
[Advanced]: damage=20+20*SP
[Expert]: damage=25+25*SP
Armageddon
Deals Fire damage to all stacks on the battlefield and siege engines.
Damage = 30+30*SP
Earth Shock
Damage = 40+40*SP.
4 The hero belongs to the race, so his class is determined by that race.
For each level, the hero gains a skill. And to understand the development, you need to
open the skill wheel. All changes will be recorded in the character sheets, and to prevent falsification, the GM will have a document
Does he get a new skill for each level??? And? That's not the point... The skills in Skillville are designed for a Hero with an Army, and they don't work for an RPG with its SOLO style...
Besides... level 4 of Power is the limit.
4 Skills??? And that's it... the whole game will turn into leveling up to 25 so that you can then NORMALLY START PLAYING.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
1Magnus, with counter-spells, you'll go CRAZY three times faster – you didn't take into account the Spell Power parameter! (just kidding. I did take it into account. but you'll still go crazy)
2For each level, you get a skill??? And? That's not the point... The skills in SkillVille are designed for a Hero-with-an-Army, and they're not suitable for an RPG with its SOLO style...
3Besides... level 4 of protection is the limit.
4Skills??? And that's it... the whole game will turn into leveling up to 25, so that you can then NORMALLY START PLAYING.
2 But everyone goes in a group in RPG, and you can also customize everything, and if you don't want to change anything, I'll do it myself. Give me the right, and I'll inspire ideas.
3 And why only 4 levels?
4 No, because to gain a level, you need to complete a quest, and when you reach level 30, you'll get a surprise if you're going down the ultimate path. And this will also increase the duration of the RPG.
Magnus, as a Mage Guild member — first of all, as I already said — ONLY IF BOTH SUPR AND VIZ ARE IN FAVOR.
Magnus, you can't keep track of that alone... Consider this — UP TO 10 SPELLS ARE USED DAILY, AND EVERY SINGLE ONE MUST BE CONTROLLED.
They travel in a group, so what? You think you're a genius? I thought about reworking the skills myself — it turns out you'd need about 7 people JUST for SKILL CONTROL...
4. Not exactly — levels are given not only for quests, but for a bunch of other options — for ingenuity, for example :) Regarding the duration of the RPG — let's make a correction that even the CURRENT story with the shard is only THE BEGINNING OF THE SETUP!!!
+ ult. ability — a hero going for an ult becomes invincible upon achieving it (THE SAME VERDAN — WITH ELVEN LUCK WILL SMASH A DRAGON WITHOUT TAKING DAMAGE)


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
