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Game Designers: Balance These Stats
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<blockquote data-quote="GMMichael" data-source="post: 6334010" data-attributes="member: 6685730"><p>True dat. Interesting that appeal-to-powergamers can be an asset. But I like it.</p><p></p><p>I might be able to boil the comparison to this. Each player gets a choice of what to do with his perk-up:</p><p></p><p>1) Use as perk. <strong>Perks can grant more damage, prevent damage, grant random bonuses, increase max damage by 3, or become other cool things</strong>, like extra heads (which would not have a game-mechanic benefit beyond that of another perk). Perks cannot improve contests (skill rolls), unless it's the Specialize perk, and this can be taken only once for a given skill.</p><p></p><p>2) Convert to ability point/skill point. The skill point use is pretty straightforward, but this is also where the cap applies (that might be applicable to ability points as well): skill points can't exceed level.<strong> The ability point has three benefits: grant 1/2 an ability bonus, increase max damage of one ability by one, and slightly increase 1/3 of the character's presence in the world</strong> (the ability).</p><p></p><p>The similarity of the power levels is the subjective part.</p><p></p><p></p><p></p><p>Roger. I actually appreciate Numenera for attempting to take a new approach to die contests. If you're up to speed on these systems, would you mind providing details? (To save me and any other thread viewers from reading bulky rulebooks.)</p><p></p><p>What I remember from Numenera: rolling comes last. When a dispute/contest comes up, the player says, "I have <em>this </em>and <em>this </em>advantage." If that's enough to bring the 1-10 difficulty down to zero, there's no need to roll. If difficulty remains, multiply it by 3 and the player rolls.</p><p></p><p>I'm not up to speed on the character building. On FATE, that's the part I remember: your character has Aspects that apply to his efforts. Pretty cool concept, and I seem to remember them being pretty flexible. Oh yeah, and the dice: plusses, minuses, and blanks. As long as you're still positive after throwing those dice, you'll be successful. And...the aspects give you a plus as well?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6334010, member: 6685730"] True dat. Interesting that appeal-to-powergamers can be an asset. But I like it. I might be able to boil the comparison to this. Each player gets a choice of what to do with his perk-up: 1) Use as perk. [B]Perks can grant more damage, prevent damage, grant random bonuses, increase max damage by 3, or become other cool things[/B], like extra heads (which would not have a game-mechanic benefit beyond that of another perk). Perks cannot improve contests (skill rolls), unless it's the Specialize perk, and this can be taken only once for a given skill. 2) Convert to ability point/skill point. The skill point use is pretty straightforward, but this is also where the cap applies (that might be applicable to ability points as well): skill points can't exceed level.[B] The ability point has three benefits: grant 1/2 an ability bonus, increase max damage of one ability by one, and slightly increase 1/3 of the character's presence in the world[/B] (the ability). The similarity of the power levels is the subjective part. Roger. I actually appreciate Numenera for attempting to take a new approach to die contests. If you're up to speed on these systems, would you mind providing details? (To save me and any other thread viewers from reading bulky rulebooks.) What I remember from Numenera: rolling comes last. When a dispute/contest comes up, the player says, "I have [I]this [/I]and [I]this [/I]advantage." If that's enough to bring the 1-10 difficulty down to zero, there's no need to roll. If difficulty remains, multiply it by 3 and the player rolls. I'm not up to speed on the character building. On FATE, that's the part I remember: your character has Aspects that apply to his efforts. Pretty cool concept, and I seem to remember them being pretty flexible. Oh yeah, and the dice: plusses, minuses, and blanks. As long as you're still positive after throwing those dice, you'll be successful. And...the aspects give you a plus as well? [/QUOTE]
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