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Posts from Expedition: general discussions. Auto-translated

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#271
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So, I am in favor of its modernization, including simplifying it, although I also find it difficult to imagine how to balance it.
Simplifying the system should not lead to complicating the balancing, otherwise it is no longer a simplification.
Well, Ples, a system with a bunch of different points, each of which is needed to upgrade something specific, also seems unnecessarily cumbersome and not very interesting to me.
2-3 groups of points, and everything should be crystal clear. This is much easier and more elegant than "here are general points for everything." In addition, a system with separate points encourages a certain kind of versatility of characters, while a system with general points encourages even greater specialization than is usually present in expansions.
And in other systems, how does a rogue level up? Unless you add something from magic. Otherwise, it's all the same.
Magic would also be useful. And in other systems, rogues don't have this problem because assassination is usually just one skill out of a group. And this skill does not limit the acquisition of other abilities. In your case, this is not one of many skills available to everyone, but the only path for a character who has chosen the class. That is, rogues do not get any diversity.
Class restrictions are generally normal.
Normal, but when there is some diversity and there are self-sufficient branches. Here, rogues are deprived of diversity, and scholars are deprived of self-sufficiency.
Peaceful skills are good, it's just that many want to dominate and don't take them, that's the whole problem.
Peaceful skills in expansions are useful, at most, once or twice per game. And that is why they are not taken, Aretz. Some combat skills, such as leadership (and sometimes assault), also suffer from this kind of problem.
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#272
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Well, I personally didn't really like the specialization points, especially because of their close connection to skill points.
As for the rest, I don't know, we need to see how it will work. In general, a good solution would be to increase the uniqueness of each skill, that is, instead of standard stat buffs, add really interesting and diverse skills that would be an adequate alternative to simply increasing stats, but there's not much room for improvement here.

Whatever
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#273
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Well, I personally didn't really like the specialization points, especially because of their close connection to skill points.
Well, I personally never included them in my systems. But yes, there are always either not enough specialization points, or you don't know what to do with them.
In general, a good solution would be to increase the uniqueness of each skill, that is, instead of standard stat buffs, add really interesting and diverse skills that would be an adequate alternative to simply increasing stats, but there is not much room for improvement here.
I am trying to implement exactly this approach in my expansions. Unfortunately, diversity doesn't always turn out so well.

Added after 4 hours 39 minutes
Luck is a characteristic of dubious usefulness. Firstly, each class has its own specific characteristics here, increasing which has a primary effect. The approach "the higher the stat, the stronger the effect of the new point invested in it" only exacerbates the situation. Secondly, there are perks that duplicate the effect of luck, even better than luck itself. A similar situation is observed with intelligence, but it makes sense for mages and archers to increase it.

Added after 3 minutes
I decided to estimate a couple of characters - in terms of strength, they turn out to be as if someone had taken the characters from Revan's expansions and halved their skill points, and completely reduced their stat points. In such a system, it is impossible to build hybrids; it encourages specialization too much.
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#274
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Generally, a good solution would be to increase the uniqueness of each skill, that is, instead of standard stat buffs, add truly interesting and diverse abilities that would be an adequate alternative to simply increasing stats, but there isn't much room for maneuver here.
Yes, I agree, I'll try to come up with something.

Added 6 minutes later
Ple-Sen

Added 4 hours 39 minutes later
Luck is a characteristic of dubious usefulness. Firstly, each class has specific characteristics here, and increasing them has a primary effect. The approach of "the higher the stat, the stronger the effect of the new point invested in it" only exacerbates the situation. Secondly, there are perks that duplicate the effect of luck, even better than luck itself.
A similar situation is observed with intelligence, but at least it makes sense for mages and archers to increase it.

Added 3 minutes later
I decided to estimate a couple of characters - in terms of strength, they turn out as if someone had halved the skill points of the characters from the expansion, and completely reduced the stat points. In such a system, it is impossible to build hybrids; it encourages specialization too much.
Yes, luck, will, and intelligence repeat some of their effects. Indeed, this needs to be fixed. I will remove the increasing effect of stats then.
Regarding the strength of the characters - in my opinion, they are too strong (especially considering the previous expansion), a general nerf is needed. But in general, increasing the number of points is a matter of seconds; we'll deal with it later.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#275
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Oh, it's been a while since I've seen Neshaba's gameplay in fantasy expansions!
I also don't particularly like the separate leveling of skills and stats, but I envisioned the combination differently...
Regarding classes – the variety does suffer. I suggest creating a system where you can take skills from other classes, but with limitations. For example, no more than one or two, or at a higher cost. Accordingly, for your "versatile" race, these limitations should be removed, partially or completely. Something like that.
And it would be good to add a few more skills to the existing system. I think so.
 

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#276
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By the way, I've decided to abandon that race. How will they synergize if they can't cast spells? And also, we need to decide what to do with the Priest class. Do we keep the repeating skills, allow them to choose god skills using Ples's system, give them one free bonus like in Shabete, or something else?
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#277
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I suggest reworking the Scholar class into a military engineer. That way, we wouldn't have to limit it to non-combat skills. As for the Priest, I propose making it a fully-fledged class with both buffing and combat abilities, partially or completely (it's easier to do partially) dependent on the religion. Give it some ultimate skill, like transforming into an avatar or some kind of beast according to the religion (with some limitations on the skill, so it's truly an ultimate ability). That's what I think...
 

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#278
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What kind of military engineer are you talking about? This is the Middle Ages, there aren't even pistols. Or are you going to carry a cannon/ballista with you?

Added 2 minutes later
I suggest making the Priest a full-fledged class with buffing and healing abilities, partially or completely (it's easier to do partially) dependent on religion.
Essentially, it will be a hybrid class. I won't create new skills for twenty gods; we'll take them from the existing ones.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#279
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So what if it's set in the Middle Ages? Cannons are fine, and ballistae are debatable, but at least crossbows/scorpions could be used. Plus, adding tactical abilities like fortifying terrain, trenches, etc., would be great. And traps... Siege weapons like ladders, too. That's just how I see it.
No, regarding priests, I was more thinking about skills that simply slightly change the effect depending on the religion. For example, all priests have healing. Some priests, when healing a character, can give them a fire shield, others heal even the dead, and others temporarily increase a certain parameter, etc.
 

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#280
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we will be building catapults and destroying castles. let's move on to the next level.

Be strong. Believe
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#281
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Ment
So what if it's the Middle Ages? Cannons are fine, and ballistas are debatable, but at least crossbows/scorpions could be used. Plus, add tactical abilities like fortifying terrain, trenches, etc. Traps too... Siege weapons like ladders. Well, that's how I see it.
No, regarding the priests, I was more thinking about skills that simply slightly change the effect depending on the religion. Let's say all priests have healing. Some priests, when healing a character, can give them a fire shield, others heal even the dead, and others temporarily increase a certain parameter, etc.
Crossbows can already be used by everyone. It's not even a bow; what kind of special skill is needed for that? But trenches, traps... There won't be time for all this preparation.

Added 2 minutes ago
No, I won't be building a priest like that, with one skill with different effects. Religions are too different for such a system.
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#282
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Okay, fine, they are different in many ways. But the Scholar class definitely needs combat skills, sorry. Because spending the entire expedition in the forge, as is happening now, is not fun. Crafting should complement the gameplay, not be its foundation... You can keep the Scholar, but add to it, making them a specialist in artifacts. That is, you have an Archaeologist skill, which implies that an identified item can be used, right? If there are items in the game that can only be used by artifact specialists, even if the items are identified, this will give interesting opportunities for Scholars. Additionally, you can add skills that increase the effectiveness of certain artifacts.
 

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#283
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Well, he has combat skills. Or does he need even more? The archaeologist idea is good, so we'll stick with it. The engineer can improve crossbows and make bombs for battle, the toxicologist can create poisons; there's also a chemist and an alchemist. It should be quite convincing in battle.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#284
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If we had a catapult in the latest expansion, we wouldn't have to run into the castle and get caught in a trap. We could destroy it from the outside and kill everyone. Also, a catapult could be turned into a cart that everyone could fit in. Two in one.

I always loved building catapults in Total War and then using them to bombard enemy troops. The people there screamed and flew around in a funny way, and sometimes they even burned.

Be strong. Believe
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#285
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Well, he has combat skills. Or does he need even more?
The ones he had didn't create any variety; any player could just take them for a scholar if they wanted to fight in some way.
The idea with the archaeologist is good, and it will stay that way. The engineer can improve crossbows and make bombs for battle, the toxicologist can create poisons; there's also a chemist and an alchemist. It should be quite convincing in battle.
Yeah, that looks good, I agree.
 

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