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Posts from Expedition: general discussions. Auto-translated

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#301
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At sunset/dawn, the werewolf transforms into an animal.
Are there any other effects besides healing/resurrection?
Gifted
All skills cost -1.
A rather weak bonus, considering that it is essentially equivalent to two or three stat points.
Rider: all parameters are increased by 50% while on horseback.
How often will characters have to ride horses?

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#302
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You can assign yourself a horse in the quest and not dismount it for the entire game.

Whatever
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#304
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A Heroes player, I agree. But then it would be easier to create a new class, a "Deepwell resident."
А, вот почему.

🏹🎪+⛓️♿=💕
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#307
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You can assign yourself a horse in the quest and not dismount it for the entire game.
Agree with another player that they will be a werewolf-horse. And choose a buffer or a scholar as their class. Or a thief.
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#308
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In other words, any mage and scholar can steal, but only a warrior can wear chainmail? How realistic.
Only a character with high agility can steal successfully.
Everyone can wear anything and use anything, but there will be penalties. By the way, the scholar needs to have medium armor added.
A very weak bonus, considering that it's essentially equivalent to two or three stat points.
I'll adjust it.
Are there any effects besides healing/resurrection?
Well, stats change depending on the type of animal. What else should there be? Control over the character remains, but in some situations, instincts can take over.
How often will characters have to ride horses?
You only travel between locations on them. In small settlements, you can stay mounted without needing to. It also depends on where you go. In the forest, of course, you can't use horses. In the north, horses will be useful for quite a while (the far north hasn't been explored yet; the northernmost are the Ingelstad, whose climate is similar to the tundra), and in the desert, it all depends on supplies.

Added 2 minutes later
Yes, it's not very significant, so it's an extra stat for them.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
In reply to Ment
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#309
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Ment

Another idea is to give some kind of skill for daggers, throwing knives (not the same skill as the archer's, meaning a different style).
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#310
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What else should there be?
Well, I was actually asking about the stats and the role-playing element.

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#311
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-The character cannot be killed while inside a tavern.
:smile20:
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#312
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By the way, the wording of the ability is ambiguous:
At sunset/dawn, the werewolf transforms into an animal.
This means that:
a) Can the character choose whether or not to transform into an animal when the specified events occur?
b) Must the character choose to transform into an animal when night falls, or when it ends?
c) Is the character in beast form 24/7?
d) Is the ability description incorrectly formulated?
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#313
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b)
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
In reply to kcfgogbfalgfl
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#314
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Daoshi
What if mom/wife hears?
[Guards notice Revan
Critical failure: Revan breaks his leg while trying to escape
Guard attacks and deals 1488 damage to Revan (death)]
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#315
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No, thank you, I have enough critical failures in real life, so here there can only be critical successes.

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария