Skip to content

Posts from Expedition: general discussions.

No ratings yet — be the first to rate!
User Avatar
9 years ago
Auto-translated
No, it's not about being a major issue. For me personally, it's more a question of concept and implementation possibilities. As I said earlier — the overall picture will become clear when I see the skills. If you make it well and interesting, it's better for me as a player, but at the early development stage, I'm skeptical about this topic.
Splitting evasion is even worse in my opinion. Rogues who dodge a million dagger attacks per minute but freeze up at the sight of a flying arrow...
Well then, level up several stats so that doesn't happen. That's the whole point — both parameters become, as you put it, needed by everyone.

By the way, Tox, I can tell you right away that a description without mechanics will die on HeroesWorld a day and a half after the game starts.
User Avatar
9 years ago
Auto-translated
Well, then just increase several characteristics to prevent that from happening. That's the point – both parameters become, as you put it, useful to everyone.
It's impossible; then you'll fall behind in something else, like the amount of health, for example. And everyone needs health; there's no point in having high evasion if you die from a single unlucky hit or shot.
And so on.
Of course, hypothetically, you can calculate it so that there are enough characteristic points for everything... But then its own problems arise. Firstly, it's simply not interesting. Secondly, some mages will rely on negative resistance, ignore agility and perception altogether, and be in a great position. In short, the point is that it doesn't really create real variability, at least it never has in the past. In my opinion, the system should seek a golden mean between simplicity and maximum tactical possibilities.
User Avatar
9 years ago
Auto-translated
That's the point. It should be done so that characters have some weaknesses if they level up a particular stat too high, or they should create a more balanced character. In my opinion, this would help with balancing the game.
User Avatar
9 years ago
Auto-translated
M, Arandor, the real situation isn't about "somehow compensating," but rather that you are guaranteed to compensate. And for you, as an archer/melee fighter, the alternative is usually this: either you compensate in a non-standard way for your chosen combat style (but you're already compensating there, right?), meaning that between dexterity for melee fighters and perception for ranged fighters, there's ultimately no difference, or you compensate in something more fundamental, which is clearly disadvantageous. True, there's also the option of compensating with items/abilities, but Spin's experience shows that this is a dangerous path. In general, dexterity and perception, in my humble opinion, are duplicates with only minor differences, such as detecting traps. Simply from a game mechanics point of view.
User Avatar
9 years ago
Auto-translated
By the way, Tox, I can tell you right away that a verbal game without a mechan on HeroesWorld will die within a day and a half after the game starts.
You can make it a small-scale event, for 4-6 players, for those who really want to role-play
User Avatar
9 years ago
Auto-translated
It doesn't seem very logical. It's still unclear whether it will be more balanced in the end.
I thought about separating it, but for now, I left it as is. If we remove ranged combat, then strength will only be needed for warriors and agile characters.
I also thought about accuracy.
Limiting the use of certain weapons and armor could also be included here.
It was there, but I removed it because a skill would most likely be responsible for that.

Only the chance to hit will look better. It's better to move the rest to perception (and it's difficult to incorporate parrying and blocking into such a system).
Again, I thought about this and that's why I wrote that this point is questionable. It seems to me that in this case, strength plays a big role, because it is needed to hold the shield during blocking and parrying; otherwise, it won't help.
+ (but it will be tedious to calculate)
If there is a simple formula with strength and constitution, I think it will be fine.
I remember there were action points in one of the expansions. But they don't really fit this particular characteristic.
I remember there was a chance of spell success in one of the expansions. No, the point is that the parameter should be important for mages. And you just haven't played D&D. If this is explained by special physical fatigue, then I think it's fine.

Interesting, of course, but it's quite strange what benefit can be gained from corpses. I would rather change it to something like "warriors become experienced in battles and know the weak points of enemies, etc., and mages can learn more effectively through scrolls or books," and you can also add intellectual professions here, like you won't be able to brew a potion without a certain skill level and you'll get lost in the forest, lol.
Well, not literally from corpses) But in general, different sources can be invented; the main thing is that the essence remains.
+ (although mages again have two parameters in priority)
What about endurance and perception? Perception is needed for targeted magical attacks. The essence of certain bonuses is that this parameter is important for at least two categories of characters. Perception is important for everyone in this case. Luck and charisma are situational.
+ (also add leadership here, with some bonuses for the entire squad)
Well, yes, I was also thinking about a companion, but this can be attributed to useful connections.
I partially agree. The problem is that critical hit can be easily converted into regular damage. Let's say 10% critical hit is the same as +10% to the character's damage on average, so it doesn't make much sense compared to power or magic strength, especially if there are large bonuses there.
Critical hit should deal more damage. That is, the player chooses either stability through power and magic strength, or hopes for randomness and luck, because the damage should be greater here, but it doesn't always go through. Perhaps it will be possible to add some kind of debuff to this.

+ (although it's not much for a separate parameter).
Perhaps something else will be invented for luck. Something like a chance to survive a fatal blow, etc. In general, some parameters are more of a bonus, so that luck is not only responsible for critical hits. At least there will be some perks from it, and maybe it will be taken more willingly.
User Avatar
9 years ago
Auto-translated
Luck can be a factor in a single battle, but expedition leaders are very eager for loot.
User Avatar
9 years ago
Auto-translated
Toxic, I wanted to say that I've read various, more verbose RPGs on other forums, and I wasn't impressed. When skill descriptions are like, "Master of Two-Handed Swords – you are a master of two-handed swords and can even fight multiple opponents!" – that's… well… Okay, two goblins attack me – I win? Three goblins? Three goblins and a gnoll? Four orcs? Eight masters with two-handed swords? How do you determine that? The game master will decide based on the whim of his left foot?
If there weren't battles and critical situations, then it could work, but then it wouldn't be an expansion and would likely not be interesting.
User Avatar
9 years ago
Auto-translated
It will be like in the first expansion, where everyone was a master of martial arts and knew nine languages.
User Avatar
9 years ago
Auto-translated
Even in the first game, there were some elements of this mechanic.
User Avatar
9 years ago
Auto-translated
As far as I remember, there were professions. But in Quests, skills were still defined. And the calculations/formulas were hidden from the players.
User Avatar
9 years ago
Auto-translated
You inspire me; I'll bring my own map soon, complete with blackjack and other features.
In reply to Драккошка
User Avatar
9 years ago
Auto-translated
It would be great if someone created an expedition similar to the first two...
User Avatar
9 years ago
Auto-translated
Well, my stats are roughly like this:

Strength:
+Weapon damage
+Movement speed (to a lesser extent)
+Ability to use certain types of equipment
+Strength checks
Endurance:
+Health
+Movement speed
+Endurance checks
Agility:
+Accuracy (to a lesser extent)
+Evasion
+Agility checks
Perception:
+Initiative
+Accuracy
+Evasion (to a lesser extent)
+Perception checks
Willpower:
+Health (to a lesser extent)
+Willpower checks
+Checks for all other characteristics (to a lesser extent)
User Avatar
9 years ago
Auto-translated
I also forgot to mention that in my system, it might be better to avoid directly adding or subtracting values from skills/items to parameters (strength, agility, etc.), instead giving only a bonus to the characteristics they affect. However, this would involve even more calculations.

Statistics

Welcome our newest member: recijeb