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Posts from Expedition: general discussions.

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9 years ago
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In short, I miscalculated. In the first setting, there are about six countries/factions (seven if you include the option with unnamed settlements), while in the second setting, there are nine countries, if not more.
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9 years ago
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Since we're already discussing this, I'll reiterate the ideas from my thread. Strength - damage in melee combat, limitations on certain types of armor and weapons. Accuracy - damage in ranged combat, accuracy in melee and ranged combat. Reaction - evasion, movement range, stealth. Constitution - health reserve, limitations on certain types of armor, resistance to poisons and diseases. Intelligence - turn order, non-combat specializations (healer, crafter, hacker). Willpower - magic power and resistance (and its analogues), diplomacy. All parameters will increase to 100, and in some cases, they will be treated as percentages. I'll allow for free distribution, as all my races are either humans or their derivatives, which will be quite adequate. General branches: Blade Master (bladed weapons) Marksman (blasters) Sniper (sniper rifles) Warrior (assault rifles, submachine guns, etc.) Juggernaut (very large guns) Grenadier (grenades, grenade launchers, turrets) Sapper (mines, traps) Saboteur (stealth) Engineer (crafting) Hacker (hacking, programming) Biologist (healing) Diplomat (trading) Race branches: Aristocrat (Elysium): group actions, duels, diplomacy. Worker (Elysium): unique crafting branch. Northerner (Hyperborea): armor, health, resistances. Samurai (Shambala): bladed weapons + some "magic". Ninja (Shambala): stealth, assassination + some "magic". Monk (Shambala): hand-to-hand combat, diplomacy + some "magic". Space Pirate (Eldorado): increased damage, berserk. Outcast (Eldorado): any racial branch or its own unique branch. Mage (Avalon): minor abilities like telekinesis, etc. Creation Mage (Avalon): healing, buffs. Destruction Mage (Avalon): fireballs, debuffs. Mind Mage (Avalon): hypnosis, illusions. Child of Light (Utopia): boosts under the sun, unique crafting branch. Nature Warrior (Utopia): poison, unique crafting branch. Assassin (Limb): increased damage, poison, regeneration, culminating in vampirism. Cyborg (Noosphere): implants and upgrades to taste, hive mind, health partially restored. Mechanism (Noosphere): implants and upgrades to taste, hive mind, resistance to magic and its analogues, immunity to poison, health not restored. Hive (Hive): mutations to taste, hive mind, regeneration, hypnosis, mind control. Child of Darkness (Dhuat): boosts in the dark, resistance to magic and hypnosis, boosts to accuracy and evasion, culminating in echolocation. Specific skills are still in the development stage.
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9 years ago
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Open the game, and I'm ready to write a quest.
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9 years ago
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Menti, what if I told you that you don't necessarily have to focus on role-playing just for the sake of combat?
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9 years ago
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Tox, you know that having a combat mechanic doesn't necessarily mean that the game's focus will be solely on combat, right? In such cases, social aspects are often played out in verbal forum discussions.
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9 years ago
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Without the battles, it's just... *remembers the ads on diaries where people were looking for others for fandom role-playing in ICQ/etc, sometimes even with erotic content*.
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9 years ago
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Revan, can you explain what "agility" and "reflexes" specifically affect in your system? I don't quite understand.
Overall, the parameters look good, but I don't understand why you added initiative and critical hit to the mages' intelligence.
The selected opponent will be forced to attack the character.
In my opinion, every expansion has these skills, but no one has ever used them.

Overall, it's good, but it seems like it will be tedious to calculate all of this later. :/



I don't quite understand the evasion and accuracy for the Mentalist. Do they simply affect the damage dealt? I don't like that very much. But I do like the division into types of magic. As a rule, resistance in many expansions protects against any magic, but in my opinion, it would also be good to make a division there. For example, someone might have 75% protection against fire, but weak resistance to cold. And so on.



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If ranged combat is removed, strength will only be needed for warriors and rogues.
This is one of the problems, which is why archers get a minus one parameter for leveling up. But I don't think this approach is a solution. Seriously, did they pull the bowstring so hard that the shot broke through the wall?
As far as I'm concerned, strength plays a big role here, because it is needed to hold the shield during blocking and parrying, otherwise it won't help.
It plays a big role, but not the main one. Agility is also needed there, at least.
No, the point is that the parameter should be important for mages.
Well, here too, it's the same as with the first point, so that mages have to level up more stats.
Perception is needed for targeted magical attacks.
But that's strange, considering that pointing with your hand to where to throw a fireball is not the same as shooting a bow after training for years.
In fact, critical hit should deal more damage.
Critical hit almost always deals double damage, and it is calculated accordingly. Even if you make it five times the damage, it can still be easily converted into an average DPS increase.



I don't quite understand Ples's stats; does strength and endurance both give movement speed? That would result in some kind of fast strongmen. And again, if the damage from weapons doesn't imply ranged weapons, then I think archers can only level up perception.



It's difficult to evaluate Koshi's stats right now; I need to look at the specific skills, probably.



In general, someone should open this up already. It reminds me of a forum that I used to visit, whose members also became seriously interested in RPGs at one time, started calculating everything and discussing formulas through which they could calculate the trajectory of the expansion of black holes, develop their own languages for different races, and write out one hundred thousand cities with every NPC, and in the end, the forum died before they finished their grandiose projects.
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9 years ago
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Seriously, did he pull the bowstring so hard that the shot pierced the wall?
Piercing only works in melee combat.

Everything else is for balance; small deviations from logic can be allowed.
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9 years ago
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Revan, what exactly do "agility" and "reflexes" control in your system? I don't quite understand.
More often than not, it's a check for a roll in certain situations. For example, some enemies might roll a boulder down a mountain or something. Agility is more about actions in a stationary state, while reflexes are about actions in motion (in this case, a boulder is rolling after you, lol). Although I messed up with the names – it should be the other way around.
In my opinion, every expansion has these skills, and no one has ever used them.
And that's a shame.
Seriously, did you pull the bowstring so hard that the shot pierced the wall?
You pulled the bowstring so hard that it broke.
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9 years ago
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Plesa didn't quite understand. Does it mean that both strength and stamina contribute to movement speed? So, they'll be some kind of fast, strong units.
Yes, fast. But they are clumsy and dodge poorly. And if you are a centaur, you will run twice as fast...
And again, if weapon damage doesn't imply ranged weapons in strength, then I think archers can only pump perception.
Strength affects the damage of bows. Significantly weaker than for melee weapons (about three times weaker than one-handed weapons and six times weaker than two-handed weapons), but it does affect it. Archers should pump not only perception, but also agility. Although, if they want to kite or don't suffer from the desire to avoid enemy arrows, they will have to pump stamina as well.

Added 5 minutes later
Seriously, did he pull the bowstring so hard that he shot through the wall?
Did he hit so hard with a knife that he pierced the wall?
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9 years ago
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Looks like we've got a hater of archers here!
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9 years ago
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I think we should give 10 stat points initially, with the possibility of having stats ranging from 0 to 5, where 2 represents the average human stat.
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9 years ago
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For example, some enemies might roll a boulder down a mountain and crush your Samsung.
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9 years ago
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Generally, continuing the topic of the two settings, I will briefly describe the countries/factions; I can provide more details if desired. Setting #1: wannabe samurai with wannabe dragons at their head, similar to the Kalevri, a benevolent dictatorship where the undead perform most of the heavy work, survivalists living in enclaves, forest hippies (capable of surviving near mutated beasts), and those who interpret their philosophy in very different ways, all of whom are fans of mutations (some simply explore and believe that this thing has potential, others save persecuted mutants, and still others conduct inhumane experiments or forcibly transform people). Setting #2: forest people, a group of declining counties that are fighting among themselves, a relatively normal county compared to them, a ghostly county, a less declining eastern country, a couple of humanoid races (one lives in a warm climate, and the other in a cold climate), and a couple of lizard races.

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