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19 years ago
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I suggest adding the possibility to purchase a mount for each race in the RPG, allowing players to travel on it: 1. Barbarian - Warg *Health* = 1/2 of the hero's health. *Abilities* - The fastest unit, attacks with fangs, can fight separately from the hero, but then with its own characteristics. Strength - 3 Dexterity - 4 Life - 60. The downside is that, due to its small size, it cannot charge through enemies. *Characteristics:* *Strength - hero's strength + 4* *Dexterity - hero's dexterity + 2* *Speed - 10* (Armor can be purchased) Cost - 5 gold Maintenance cost = 1 silver per week 2. Humans - Stallions Health - 60% of the hero's health Abilities - Due to its size, it can trample enemies, attacks with hooves, fights separately from the hero ONLY when the stallion is attacked. Strength - 5 Dexterity - 4 Life - 70 Characteristics: Strength - hero's strength + 4 Dexterity - hero's dexterity + 4 Speed - 8 (Armor can be purchased) Cost - 6 gold Maintenance cost - 2 silver per week 3. Elves, Druids - Unicorns 4. Necromancer - Death Messenger 5. Demons - Cerberus I haven't given characteristics to all of them yet; I'm waiting for feedback. If the idea is good, I will continue developing it!
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19 years ago
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I suggest introducing damage (my version) and defense!
Damage: strength x 10 + weapon damage. For example: strength 3, then damage without a weapon = 30HP + the damage of, say, a dwarven sword (if the sword's strength is for example +5, then damage = 50HP) = 80HP.
Defense: agility x 10 + armor defense. For example: agility 3, then defense without armor = 30 + the defense of, say, an ordinary helmet (2 = 20) = 50.
If someone hits with 80HP damage against someone with 50 defense, then 80-50=30HP.
That is, if someone wants to kill a CD with 100 defense using 80HP damage, they will only be able to scratch the scales... but if it's a crit hit...
Anyway, I even came up with some of this myself...

P.S. Oh yeah, it would also be good to add creatures from other Heroes parts to the monster list, because recently Artes and the Inquisitor even killed a gnoll.
19 years ago
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I suggest the following:
All weapons are divided into 4 categories

1. One-handed
1.1 sword (various types)
1.2 axe (LIGHT)
1.3 mace
1.4 claws (demons)

2. Two-handed
2.1 sword (various types)
2.2 battle axe (heavy)
2.3 spear (and similar items)
2.3 staff

3. Throwing
3.1 daggers
3.2 small axes
3.3 ...and you can also add acceleration to anything!!!

4. Ranged
4.1 arrows (light, heavy)
4.2 crossbows (light, heavy)
ARROWS CANNOT BE TAKEN FROM NOWHERE:
1. They are bought.
2. They are crafted.


TO USE ANY TYPE OF WEAPON, YOU MUST HAVE THE CORRESPONDING SKILL. THERE ARE 4 SUCH SKILLS... THE SKILL CAN BE LEARNED FROM CERTAIN PLAYERS FOR A FEE.

2. INTRODUCE WEIGHT IN THE GAME.
Each hero can carry a certain amount of weight....
Weight is calculated by the formula: strength * 5, i.e., with a strength of 2, I can carry 10 weight.... Each item has a weight, and the better the item, the greater the weight....

Each weapon has damage, which is calculated as follows:
weapon weight + hero strength + free weight – hero dexterity/2 - enemy dexterity - enemy armor.
That is, if: weight = 5, strength = 4, free weight = 15, hero dexterity = 2, enemy dexterity = 4, armor protects by 6, then the damage to the enemy = 13.

I] DAMAGE FOR THROWING WEAPONS: (weapon weight + hero strength + dexterity + free weight/2 - enemy dexterity/2 - enemy armor)/distance
EXAMPLE:
(weight=3 + dexterity = 2 + hero strength = 4 + free weight /2= 7.5 - enemy dexterity = 2 - armor = 6)/distance = 2, then the damage = 3.2.


DAMAGE FOR A BOW
(Bowstring tension + arrow + hero dexterity - enemy dexterity/2 - enemy armor)/distance

Example
(10+ 7+2-2 -6)/2=5.5


ALL EXAMPLES WERE TAKEN SPONTANEOUSLY IN THE GAME, THE NUMBERS WILL BE DIFFERENT!!!!!!!!!

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2.SKILLS AND THEIR DEVELOPMENT.
I suggest removing all skills and introducing a single system for developing and acquiring skills:
........................................... ........................................... ...........................................

1. ONE-HANDED WEAPON SKILL - needed so that the player can use one-handed weapons ///// / Level 1, 1 strength - required stats for the hero to learn the skill/////////

2. ADEPT (O) - deals additional damage = damage1 * 2\\\\ Level 5, strength 3 - required stats for the hero to learn the skill/////////

3. SWORD MASTER (O) - deals additional damage = damage1 * 3
\\\\ Level 10, strength 7 - required stats for the hero to learn the skill////////

4.BLADE SPEAKER (O) - deals additional damage = damage1 * 5\\\\ Level 16, strength 13 - required stats for the hero to learn the skill////////
(DAMAGE1 - hero's damage without various skills)

........................................... ........................................... ...........................................

1. TWO-HANDED WEAPON SKILL - needed so that the player can use two-handed weapons////// / Level 3, 2 strength, ONE-HANDED WEAPON SKILL - required stats for the hero to learn the skill /////////

2.SKILLED (D) - deals additional damage = damage1 * 2\\\\ Level 6, strength 5 - required stats for the hero to learn the skill/////////

3.PUNISHING ENEMIES (D) - deals additional damage = damage1 * 3
\\\\ Level 12, strength 8 - required stats for the hero to learn the skill/////////

4.DRAGON SLAYER (D) - deals additional damage = damage1 * 5
\\\\ Level 18, strength 15 - required stats for the hero to learn the skill/////////

(DAMAGE1 - hero's damage without various skills)

........................................... ........................................... ...........................................
1. ARCHERY SKILL - needed so that the player can use bows and crossbows.\\\\ Level 1, dexterity 1, strength 1. - required stats for the hero to learn the skill/////////

2. ARCHER - HUNTER - deals additional damage = damage2 * 3
\\\\ Level 4, dexterity 2, strength 2. - required stats for the hero to learn the skill/////////
3.SPEAKING WITH THE WIND. - deals additional damage = damage2 * 5
\\\\ Level 10, dexterity 5, strength 5. - required stats for the hero to learn the skill/////////

(DAMAGE2 - hero's damage without various skills (FOR ARCHERY))

........................................... ........................................... ...........................................
1. THROWING SKILL. - needed so that the player can throw various weapons.\\\\ Level 1, dexterity 1, strength 1. - required stats for the hero to learn the skill/////////

2.AIMING AT THE TARGET - deals additional damage = damage3 * 5
\\\\ Level 5, dexterity 3, strength 3. - required stats for the hero to learn the skill/////////

3.THROWING MASTER - deals additional damage = damage3 * 10
\\\\ Level 14, dexterity 6, strength 7. - required stats for the hero to learn the skill/////////
((DAMAGE 3 - HERO'S DAMAGE WITH THROWING WITHOUT SKILLS)))
........................................... ........................................... ...........................................
P.S. It is in the development stage.... I will soon post the abilities,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ONLY COMBAT SKILLS ARE INDICATED HERE!
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19 years ago
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Since there won't be numerical damage in RPG 2, and it will be replaced by injuries, I suggest introducing several types of wounds or, as an alternative, dividing weapons by the type of injuries they inflict.

Puncture wounds - inflicted by piercing or piercing-cutting weapons (daggers, swords, rapiers). This type of injury is not fatal unless inflicted on the head/chest (:D). A strike with a piercing weapon on the leg can paralyze the enemy. A hidden strike in the back with a piercing weapon is fatal.

Lacerations - inflicted by maces/clubs or individual spells like explosions. These wounds cause pain shock. These wounds cannot be healed with ordinary potions or weak spells.
A character with such wounds won't go far, and if not treated in time, they can end up in heaven/hell;)

Cuts - minor injuries, inflicted by daggers or short swords; many such injuries lead to serious blood loss, but they are easily healed. Deep cuts lead to decay and disease in the character.

Serious injuries - injuries such as the loss of a body part. These injuries are caused by axes and maces (with a high "Combat Skill" stat). I think such injuries should only be allowed for monsters, so there aren't "lists of deceased heroes":) The GM decides whether a character can inflict such damage. As an alternative, various prosthetics:D or special spells could be introduced.

Bruises - inflicted by clubs or fists, they incapacitate the opponent; if not treated in time, the character becomes ill.

It's not ideal, of course, but there's no need to calculate.
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Regarding stats:
I suggest introducing the "knowledge" parameter. If wisdom is responsible for the effectiveness of spells, then knowledge determines their number, and in addition to this, a character with a high knowledge stat can:
- strike at the enemy's vulnerable point
- identify the opponent's spell
- and so on...


_________________________________________________________________

Regarding "splitting heads" and the inability to inflict damage:)
- mace and club inflict critical damage on undead
- hammer and mace give a chance to instantly kill a skeleton
- daggers are useless against zombies and skeletons
- ghosts are less vulnerable to swords, axes, etc. Accordingly, the only way out is magic
- if the enemy is in heavy armor, then only arrows and piercing weapons can pierce it
- light armor is vulnerable to crushing weapons (hammers, axes, maces)
- a helmet protects the head from all blows, except for critical ones
- in the event that critical hits are allowed for the character: heavy armor protects against critical injuries, but the character wearing it cannot cut off anyone's head (the armor restricts movement)


(I approve (and where were these ideas before?))
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19 years ago
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Correction regarding Knowledge:
The idea was to introduce spells as "lexical forms." That is, you can write "Fireball," and it won't do anything. But you can write
"Fireball, propelled by wind, that explodes on impact" – and 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 2, but for #2, as much as 8!)
And, if you make a logical error, you'll waste time on nonsense.
That is, you'll have to work hard with the spells :) Knowledge increases with level OR for a fee of 10 gold - 20 gold - 30 gold (the higher your Knowledge, the higher the fee) 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 "Spell to summon a gnome's trained bear, subservient to me, one meter away from me," then you will get it.
But if you write "Spell to summon a gnome's trained bearda, subservient to me, one meter away from me," then you will get, one meter away from you, an uncontrollable, completely random bear from the lower circles of hell with 75% immunity to everything :) Let's maintain the purity of speech :)
19 years ago
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I suggest the following:
All weapons are divided into 4 categories

1. One-handed
1.1 sword (various types)
1.2 axe (light)
1.3 mace
1.4 claws (demons)

2. Two-handed
2.1 sword (various types)
2.2 battle axe (heavy)
2.3 spear (and similar items)
2.3 staff

3. Thrown
3.1 daggers
3.2 throwing axes
3.3 ...and you can also add speed to anything!!!

4. Ranged
4.1 arrows (light, heavy)
4.2 crossbows (light, heavy)
ARROWS CANNOT BE PICKED UP FROM THE AIR:
1. They are bought.
2. They are crafted.

THEN THEY CAN BE PICKED UP ON THE BATTLEFIELD.

TO USE ANY TYPE OF WEAPON, YOU NEED TO HAVE THE CORRESPONDING SKILL. THERE ARE 4 SUCH SKILLS... THE SKILL CAN BE LEARNED FROM INDIVIDUAL PLAYERS FOR A SEPARATE FEE!

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2.SKILLS AND THEIR DEVELOPMENT.
I suggest removing all skills and introducing a single system for developing and acquiring skills:
........................................... ........................................... ...........................................

1. ONE-HANDED WEAPON SKILL - needed so that the player can use one-handed weapons... deals 10 damage

2. SKILLED - deals 20 damage with a sword

3. SWORD MASTER - deals 30 damage with a sword

4. BLADE SPEAKER - deals 45 damage with a sword...

........................................... ........................................... ...........................................
The skill can be learned if you have the SKILLED skill.
1. TWO-HANDED WEAPON SKILL - needed so that the player can use two-handed weapons, deals 15 damage

2. ADEPT - deals 30 damage

3. ENEMY PUNISHER - deals 45 damage

4. DRAGON SLAYER - deals 55 damage

........................................... ........................................... ...........................................
1. RANGED SKILL - needed so that the player can use bows and crossbows, deals 10 damage

2. ARCHER - HUNTER - deals 20 damage

3. WIND SPEAKER - deals 35 damage

........................................... ........................................... ...........................................
1. THROWN WEAPON SKILL - needed so that the player can use various thrown weapons, deals 10 damage

2. AIMING - deals 20 damage

3. THROWING MASTER - deals 25 damage
........................................... ........................................... ...........................................

The damage is always the same... I'll write more skills... well, something like that. Flaming arrows (obtained after acquiring the WIND SPEAKER skill) deal 40 damage, etc.
And STRENGTH determines the number of attacks per turn.
19 years ago
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I also suggest implementing character progression... that is, not just +1 to a skill, but also granting abilities. For example, if a player is a Necromancer, they would have: 1.1. Summon Warrior - summons 1 skeleton per day. -> 1.2. Summon Warrior (1) - summons 2 skeletons per day -> 1.3. Summon Warrior (3) - summons 3 skeletons per day -> 2. Raise Dead - summons 1 zombie per day -> 2. Raise Dead (2) - summons 2 zombies per day -> 2. Raise Dead (3) - summons 3 zombies per day -> 3.1 Power of Death - summons 1 ghost per day -> 3.2 Power of Death (2) - summons 2 ghosts per day -> 3.3 Power of Death (3) - summons 3 ghosts per day -> 4.1 Power of Darkness - summons 1 vampire per day -> 4.2 Power of Darkness (2) - summons 2 vampires per day -> 5.1 Master of Necromancy - summons 1 lich per day -> The skill allows you to summon only 1 creature... For example, if I have Power of Death, I can only summon 1 ghost, not a ghost, 3 zombies, and 3 skeletons. And create skills for each class, but I don't want to write them because I'm sure this idea will be rejected. :( :( :( :(
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19 years ago
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Here's an idea I had. What if we gradually increased the level of the monsters as well? Then it would be much easier to calculate the strength ratio between a monster and a hero. After all, monsters aren't pushovers either; they would take into account the experience of those who have already fought the hero and wouldn't just rush in without magical protection.

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