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The question on the agenda is: What will we add to RPG2? We discuss player suggestions, draw our own conclusions, and proceed with the release. :)

P.S. This topic is only for GMs and assistant GMs! All other posts are OFF-TOPIC.
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Let's introduce an element of randomness into RPG2. Let's not have a single, overarching goal that players need to strive for. Let everything unfold in the final moment.
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Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
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Ahem... right, right.
There shouldn't have been a single objective here either, but everyone got SO carried away chasing the Shards:)...
+ introduce a NON-HITPOINT damage system
Meaning, as Wiz said,
hit in the leg — you limp, there is a chance to catch a disease
smashed in the chest with a hammer — unconscious and near death
Meaning, keep hit points, but like this:
Head — 10 HP
Torso — 30 HP
Left Arm — 15 HP
Right Arm — 15 HP
Left Leg — 15 HP
Right Leg — 15 HP.
When a body part's HP reaches zero, it is considered destroyed (Meaning destruction of the torso or head = death!)
Armor is calculated for each body part.
Damage:
To the head — -50% damage
To the body — 100% damage
To the arm — -30% damage
To the leg — -20% 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
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It is also necessary to finally decide on the skills and spells. Should a new skill or spell (player's choice) be given for each new level? Should we limit ourselves to spells from Heroes, or come up with our own?
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Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
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I suggest that, for faster development, we directly state what specific new feature you want to introduce, and Tengro, as the main GM, will, if he likes the new feature, put it in parentheses in bold red font: (approved), or vice versa (not approved), so that there are no complaints like "why hasn't my brilliant new feature been approved yet?".

Example: now in RPG2, you can kill a thousand enemies with one hit (not approved)

So, the first new feature:
In RPG2, the old skills are completely replaced with new ones:
Instead of Strength - Combat Art.
Instead of Dexterity - Defense.
Instead of Wisdom - Magical Power.
The "Intelligence" skill is removed from the game; if any of the players have leveled it up, the free skill points are distributed at the player's discretion. Also, the skills will be given a new meaning:
Combat Art - the number of enemies that the player can kill/defeat in one post/day (per day - decided by Tengro).
Defense - determines how many times per post the player is allowed to dodge/deflect an attack.
Magical Power - determines the number of spells that the player is allowed to cast in one post/day. The power of the spells will be determined by the level. (approved)

Second new feature:
The power of the spells that players cast will be determined not by their level, but by the character's level, according to the following table:
1-10 - level 1.
10-20 - level 2, etc. Consequently, levels will be gained faster than in "RPG on the Portal". If at the beginning of the game, heroes will throw pathetic fire spits instead of real fireballs, and instead of ice arrows, some kind of "snot," then at higher levels, accordingly, more powerful fireballs, which an experienced mage can eventually turn into miniature suns.(not approved - lexofomulas will handle this)
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Off-topic — Saruman, it's written right there, for whom this topic is!

Well, what can I say... Wiz approved both changes. Now, problem number 2 — MONSTERS!
Should they be made 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
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Alright, I'll phrase it more specifically.
1. For every new level, a character is entitled to receive a new skill/spell of their choice or increase the level of a previous skill/spell.(confirmed regarding skills)
2. Monsters. Level 1-3 monsters should be in a ratio of 3/2/1 to the character, so that one char has the ability to take down 3 peasants, for example. Level 4-7 monsters should be in a ratio of 2/3/5/8 to the character, so that it would take at least 8 heroes to take down a CD.
3. A very detailed description of a realistically possible battle - a critical hit, thanks to which a hero can even take down a dragon.(confirmed)
4. Levels can now be obtained not only through quests, but also from monsters and actions related to exploring the world (e.g., reading books from the imperial library).(confirmed)
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
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Tengro;58935
Off-topic — Saruman, it’s written who this topic is for!

Well, what can I say... Wiz, approved both changes. Now, problem number 2 — MONSTERS!
Should they be made stronger?
Thank you:), but the monsters shouldn’t be made stronger, otherwise it will be very difficult for new players at the start.
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Okay, what do you think of the model proposed by Alex?




"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
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Of course, that’s great! Especially the first and third points.
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And what about the second point? I'm still not sure... But I'm starting to doubt less and less.




"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
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I didn't quite understand it. I've never been good at math since I was a child.
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The thing is, a hero from an RPG is already an experienced person/dwarf/etc. So, he can definitely handle three peasants. But monsters of a higher level are also not pushovers. Therefore, it will be more difficult to deal with them. As the hero levels up, the proportions can be adjusted (starting from level five, increase by 30% every five levels).
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
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The idea was to introduce spells as "lexical forms." That is, you can write "Fireball," and it won't do anything. But if you write "Fireball, propelled by wind, that explodes on impact," you'll get a pretty good fireball. And "Knowledge" limits the number of words in the lexical construction. (For example, for example #1, you need Knowledge level 2, but for #2, it's as much as 8!) And, if you make a logical mistake, you'll waste time on nonsense. That is, you'll have to work hard with spells. Knowledge increases with level, OR for a cost of 10 gold-20 gold-30 gold (the higher your Knowledge, the higher the cost) AND REAL TIME: one hour, two hours, three hours, etc. Why is it this way? Because the spells will become stronger. And also, grammatical errors also lead to failure. And if you, for example, write "A spell that summons a gnome's trained bear, subservient to me, one meter away from me," then you will get it. But if you write "A spell that summons a gnome's trained bearda, subservient to me, one meter away from me," then you will get an uncontrollable, completely wild bear from the lower circles of hell, immune to everything, one meter away from you. 75% chance. Let's maintain clarity of speech




"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
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Excellent suggestion. I'm all for it! Magic is not something to be taken lightly; it's complex. But for regular attacks (non-magical), such strictness isn't necessary. In other words, a regular attack can be somewhat imprecise. However, the description of a critical hit should be accurate and well-written.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.

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