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* "VideoGame/NewHorizons", offers several features:

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* "VideoGame/NewHorizons", ''VideoGame/NewHorizons'' offers several features:

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* "VideoGame/NewHorizons", offers several features:
** Due to guns being able to one-shot, neither the player nor his party members can be killed with them, and will instead be reduced to five HP. The death blow can only be delivered with melee attacks.
** Because sea travel and ship combat is slow, time can be accelerated in different steps.
** If a mast is lost during combat, provoking immobilization, then it will automatically get repaired once entering the world map, to prevent being stuck.
** Pressing "G" (default) auto-equips the best gear available in inventory. No scroll through a potentially miles-long list.


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* "VideoGame/NewHorizons", offers several features:
** Due to guns being able to one-shot, neither the player nor his party members can be killed with them, and will instead be reduced to five HP. The death blow can only be delivered with melee attacks.
** Because sea travel and ship combat is slow, time can be accelerated in different steps.
** If a mast is lost during combat, provoking immobilization, then it will automatically get repaired once entering the world map, to prevent being stuck.
** Pressing "G" (default) auto-equips the best gear available in inventory. No scroll through a potentially miles-long list.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* "VideoGame/NewHorizons", offers several features:
** Due to guns being able to one-shot, neither the player nor his party members can be killed with them, and will instead be reduced to five HP. The death blow can only be delivered with melee attacks.
** Because sea travel and ship combat is slow, time can be accelerated in different steps.
** If a mast is lost during combat, provoking immobilization, then it will automatically get repaired once entering the world map, to prevent being stuck.
** Pressing "G" (default) auto-equips the best gear available in inventory. No scroll through a potentially miles-long list.

Added: 531

Changed: 18

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* ''Hero of the Kingdom 3'' eliminates much of the backtracking from the two previous games by giving you a camp screen which can be accessed in any area. You can not only rest in it but, provided you have the skill, make your own weapons and potions and also cook the food which you need to rest. Another handy feature is that the map allows you to buy and sell items by clicking on the icon representing any of the vendors you've discovered so far.

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* ''Hero of the Kingdom 3'' ''VideoGame/HeroOfTheKingdom3'' eliminates much of the backtracking from the two previous games by giving you a camp screen which can be accessed in any area. You can not only rest in it but, provided you have the skill, make your own weapons and potions and also cook the food which you need to rest. Another handy feature is that the map allows you to buy and sell items by clicking on the icon representing any of the vendors you've discovered so far.far.
* ''VideoGame/HyperdimensionNeptuniaReBirth3VGeneration'':
** You no longer have to scout dungeons and hope that the alteration your aiming for gets triggered. Instead, you collect plans and research them, after which you can simply toggle the alteration of your choice on and off.
** Plans require certain items, but you can simply select an item to get the information on where it's found. It even lists the versions of the dungeon it is found and the way you can collect it (e.g. defeating enemies and/or opening item containers).
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** In the third act of the game, [[spoiler:Orin will abduct one of your companions. There is a limited selection of possible abduction targets, in order of character priority: Lae'zel, Gale, then MutuallyExclusivePartyMemebers Halsin[=/=]Minthara. Orin will prioritize whichever of these characters has the lowest [[RelationshipValues approval rating]] for the player (how thoughtful of her). If you are romantically involved with any of them, however, the game will not let them be abducted; nor can they be abducted if they are in your current party when the kidnapping event is triggered. In the event that Lae'zel, Gale, and Halsin[=/=]Minthara are all in your party or dead, the game will default to having Orin kidnap Yenna, a camp follower. This is done to prevent Orin from snatching up any party members that are integral to the party composition or that the player has grown attached to interacting with.]]

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** In the third act of the game, [[spoiler:Orin will abduct one of your companions. There is a limited selection of possible abduction targets, in order of character priority: Lae'zel, Gale, then MutuallyExclusivePartyMemebers MutuallyExclusivePartyMembers Halsin[=/=]Minthara. Orin will prioritize whichever of these characters has the lowest [[RelationshipValues approval rating]] for the player (how thoughtful of her). If you are romantically involved with any of them, however, the game will not let them be abducted; nor can they be abducted if they are in your current party when the kidnapping event is triggered. In the event that Lae'zel, Gale, and Halsin[=/=]Minthara are all in your party or dead, the game will default to having Orin kidnap Yenna, a camp follower. This is done to prevent Orin from snatching up any party members that are integral to the party composition or that the player has grown attached to interacting with.]]
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*** PC drow and duergar don't have the Sunlight Sensitivity trait from the tabletop game, which forces drow/duergar players to make attack rolls and Perception checks at a disadvantage when they or their target are under direct sunlight. Given how the game is predominantly set in daylight with no option to change the time of day, keeping that trait in would've given drow players a potentially crippling disadvantage in the game. The lack of sunlight sensitivity is called out in-game a few times as a consequence of the tadpoles. Some NPCs retain this weakness, which can be exploited by things like the ''daylight'' spell, while NPCs with tadpoles also lack this trait.

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*** PC drow and duergar don't have the Sunlight Sensitivity trait from the tabletop game, which forces drow/duergar players to make attack rolls and Perception checks at a disadvantage when they or their target are under direct sunlight. Given how the game is predominantly set in daylight with no option to change the time of day, keeping that trait in would've given drow players a potentially crippling disadvantage in the game. The lack of sunlight sensitivity is called out in-game a few times as a consequence of the tadpoles. Some NPCs [=NPCs=] retain this weakness, which can be exploited by things like the ''daylight'' spell, while NPCs [=NPCs=] with tadpoles also lack this trait.

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** If a party member has a spell or ability that could modify a dice roll (e.g.: the StatusBuff "Guidance") or DialogueTree option (e.g.: the spell "Detect Thoughts"), the game generally offers the option to use it as part of the roll or conversation, even if the ability would ordinarily need to have been activated in advance.
** In the third act of the game, [[spoiler:Orin will abduct one of your companions. There is a limited selection of possible abduction targets, in order of character priority: Lae'zel, Gale, then Halsin[=/=]Minthara. The game will prioritize whichever of these characters has the lowest [[RelationshipValues approval rating]] for the player. If you are romantically involved with any of them, however, the game will not let them be abducted; nor can they be abducted if they are in your current party when the kidnapping event is triggered. In the event that Lae'zel, Gale, and Halsin[=/=]Minthara are all in your party or dead, the game will default to having Orin kidnap Yenna, a camp follower.]]

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** The game does make some compromises with the 5e ruleset for the sake of enjoyability and convenience:
***
If a party member has a spell or ability that could modify a dice roll (e.g.: the StatusBuff "Guidance") or DialogueTree option (e.g.: the spell "Detect Thoughts"), the game generally offers the option to use it as part of the roll or conversation, even if the ability would ordinarily need to have been activated in advance.
*** PC drow and duergar don't have the Sunlight Sensitivity trait from the tabletop game, which forces drow/duergar players to make attack rolls and Perception checks at a disadvantage when they or their target are under direct sunlight. Given how the game is predominantly set in daylight with no option to change the time of day, keeping that trait in would've given drow players a potentially crippling disadvantage in the game. The lack of sunlight sensitivity is called out in-game a few times as a consequence of the tadpoles. Some NPCs retain this weakness, which can be exploited by things like the ''daylight'' spell, while NPCs with tadpoles also lack this trait.
*** Similarly, Astarion's vampire weaknesses are handwaved away with the tadpole, because a character who cannot stand in sunlight, cross running water, or enter houses uninvited would be nigh-unplayable.
*** The game overhauled the ranger class, which was widely considered in the tabletop game to be the weakest class in 5th Edition (at least until the optional class features from ''Tasha's Cauldron of Everything'' came along). Most notably, the Favored Enemy and Natural Explorer class features have been reworked to make them more usable in general rather than being limited to certain creature types (for the former) or environments (for the latter).
*** The optional Karmic Dice system zigzags this. On the one hand, it streamlines dice rolls so that combat and skill checks are less stringent, allowing you to cut through enemies and resolve tricky negotiations more easily. On the flipside, this applies ''to the enemies'' as well, which can result in things going pear-shaped for you even if you utilize your knowledge of the 5th Edition to better prepare.
*** You have a regenerating resource called Inspiration that is gained from seeing or completing events that fit into a character's background. Inspiration can be spent to reroll botched skill check roles, so you have a bit more leeway on harder rolls or unlucky rolls. Unlike the tabletop, you can save up inspiration multiple times.
*** Scrolls can be used by anyone, regardless of their class, spellcasting ability, level or spell list. Even non-casters can use scrolls, they just don't get to add any attribute bonus to the attack roll or save DC.
*** Per 5th Edition tabletop rules, virtually any magic item you can equip will require "attunement", and (unless you have a generous DM) you can only attune to three magic items at a time, with very few options to increase the limit. This isn't a problem in this game; like previous editions, the only limit is the number of slots for equipment.
*** Ritual spells in 5e take a significant chunk of time (often 10 minutes or more), as the fiction of these spells is that you have to complete an elaborate procedure to cast them. In this game, ritual spells are spells you can cast as often as you like without spending any spell slots, provided you're outside of combat.
*** Classes that prepare spells may change them freely outside of combat, meaning a player doesn't have to spend their limited supplies to long rest just to tweak their list.
*** Offhand attacks simply cost a bonus action and don't require attacking with the main hand at all. This is especially useful for rogues with the Thief subclass, whose Fast Hands feature gives them an extra bonus action each turn.
*** The Pact of the Blade subclass for warlocks gives the user features that required several invocations specific to it on the tabletop in order make better use of it, primarily giving the Blade warlock their pact weapon features at level 3, and the ability to use Charisma in place of their original attacking stat. This gives warlocks more freedom to experiment instead of being forced to use several of their limited invocation choices in order to actually compete with other weapon-based classes, which was the one downside of the Blade Pact warlock without later things like the Hexblade.
*** In the tabletop, many spells require material components to perform, some of which has a monetary value attached; for instance, any spells relating to reviving the dead require a diamond of a highly specific value. The game ignores this and treats every spell as only requiring verbal components, which while making silence-based status effects more potent still greatly reduces potential problems preventing spellcasting. (Spells that don't require verbal components are instead just noted to be unaffected by silence in the spell description)
*** Abilities like the rogue's Sneak Attack and the barbarian's Reckless Attack can be set as reaction that can be activated instead of being something needing to be worried about like on the tabletop. For example, if a barbarian attacks and misses, you can use their reaction to make it a Reckless Attack instead of clicking Reckless Attack at the start of their turn. Sneak Attack especially benefits from this, since it means a player doesn't need to stress too much over if they actually get to use it or not.
** The blessing of Selûne/Pixie's Blessing in Act 2 automatically applies itself to your party members if you swap them out at camp, cutting out the need to get the buff re-applied.
** In the third act of the game, [[spoiler:Orin will abduct one of your companions. There is a limited selection of possible abduction targets, in order of character priority: Lae'zel, Gale, then MutuallyExclusivePartyMemebers Halsin[=/=]Minthara. The game Orin will prioritize whichever of these characters has the lowest [[RelationshipValues approval rating]] for the player.player (how thoughtful of her). If you are romantically involved with any of them, however, the game will not let them be abducted; nor can they be abducted if they are in your current party when the kidnapping event is triggered. In the event that Lae'zel, Gale, and Halsin[=/=]Minthara are all in your party or dead, the game will default to having Orin kidnap Yenna, a camp follower.]] This is done to prevent Orin from snatching up any party members that are integral to the party composition or that the player has grown attached to interacting with.]]
** Like ''VideoGame/DivinityOriginalSinII'', you have an ArbitraryHeadCountLimit of four party members. Unlike DOS 2, however, you do not lose access to the remaining recruitable companions after a certain point, as you can always keep them in reserve at your camp right from the outset. Instead, the likelihood of whether or not a companion joins or sticks with you is decided by your RelationshipValues with them, as well as the morality of your actions throughout the game.
** A great many areas can only be accessed through the manually used jump ability. You only need to trigger the jump with one character for the rest of the party to follow suit automatically (provided they can jump far enough and won't take FallDamage in the process), sparing the player a ton of micromanagement. How successfully this was implemented is debatable though... one party member refusing to jump a small gap with the rest of the party unless manually selected, only for the rest of the party to jump back across as soon as the player selects the straggler, is one of the most infamous cases of the game's ArtificialStupidity.
** Very early in the game, you face off against some intellect devourers. Typically this happens shortly after you've properly recruited Shadowheart into the party, but if you're playing her as your Origin PlayerCharacter, you will have to face them alone. Consequently, the intellect devourers are both fewer in number and lower on health in this case.
** The max level is capped out at 12 despite 5e letting you go all the way to 20. This was because levels 13 and onward include a massive bump in destructive power and damage output, and balancing encounters and the like with that in mind would have dramatically increased the developers' workload.
** Your characters start with scrolls of ''revivify'' available, which greatly increases your survivability before Withers shows up or when you're low on money. Unlike the tabletop version of the spell, which can only revive a creature which has died within the past minute, you can cast the spell after any length of time, but only on party members, and you must have access to their body... unless the body has fallen into a chasm and is completely irretrievable, in which case a mote of light appears at the edge and you can cast the spell on that.
** Withers is available in the Overgrown Ruins early on, reviving party members at a low price if you run out of scrolls or the body is unavailable (if you ran away from a tough battle to avoid a TPK, for instance).
** If you messed up on building your character or want to try a different class you can pay Withers to re-spec.
** If characters happen to roll close to each other in Initiative and are grouped together, the game allows the player to have their party act at once over waiting for the next turn, allowing characters to coordinate better and making larger fights faster and generally easier.
** At the start of Act 3 the party is attacked in their camp when they go to bed. The long rests before and after this encounter do not consume camp supplies, but both fully restore the party's health and spell slots anyways.
** The Ansur questline is heavily tied with that of both Wyll and Duke Ulder Ravengard, as you're supposed to rescue Duke Ravengard from Gortash before he informs you of Ansur's location. However, Mizora will try to leverage the duke's safety to get Wyll to form an eternal pact with her, making the rescue that much harder if you want to free Wyll. Therefore, if Wyll breaks the pact, some of the duke's loyalists will accost you instead, and you can get the location of Ansur from them if you succeed in talking them down, allowing you to complete the questline without having to rescue the duke or antagonize Gortash.
** If a party member picks up a key, any other party member can use it without having to trade. For example, if Karlach picks up a door key and then Gale tries to open the corresponding door, a message will pop up saying that they used "magic pockets", saving the player from trawling through individual inventories.
** Likewise, if any party member has a shovel, another can use it to dig a chest out of a mound of earth.
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*** In rooms where you have to solve a puzzle to proceed, random encounters are turned off so you can take your time in solving the puzzle without being interrupted. It also doubles as a way to recover your PP by walking around uninterrupted. This feature would be kept in the sequels.
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** Do you have [[NoSenseOfDirection no sense of in-game direction]] and keep getting hopelessly lost in that great big open world? That's what the Guidance of Grace is for. Certain Sites of Grace will leave a trail of golden sparkles pointing in the vague direction of plot-important locations, allowing you to progress the game without getting ''too'' hopelessly lost. Similarly, if you're confused about what to do next, the Finger Readers scattered around the map will

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** Do you have [[NoSenseOfDirection no sense of in-game direction]] and keep getting hopelessly lost in that great big open world? That's what the Guidance of Grace is for. Certain Sites of Grace will leave a trail of golden sparkles pointing in the vague direction of plot-important locations, allowing you to progress the game without getting ''too'' hopelessly lost. Similarly, if you're confused about what to do next, the Finger Readers scattered around the map will give you hints.

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