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Game Designers: Balance These Stats
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<blockquote data-quote="ashockney" data-source="post: 6336319" data-attributes="member: 1363"><p>[MENTION=6685730]DMMike[/MENTION] I'm not sure I'll encapsulate an entire rule system in a thread post, however, I can attempt to unpack the connection I made between what you're doing and FATE.</p><p></p><p>In Fate, your character gets an aspect, similar to how you describe your Perk in the prior post. Aspects are related to one of six character attributes. All challenges and contests are a series (model) of attribute checks. You can leverage your aspect to give you a distinct advantage on a related attribute check. </p><p></p><p>Because a challenge can come in the form of a series of attribute checks, regardless of your pillar (such as combat, exploration, or interaction). You set a goal, if it is challenging, or there is a consequence of failure, your GM facilitates a challenge using attribute checks. You leverage your aspects to give yourself advantages on those checks to determine consequences, success, failure, and rewards. </p><p></p><p>This BROAD system applied universally across any type of encounter or challenge allows you greater flexibility to worry less about "balance". At the end of the day, however, using a system like FATE, most aspects pretty much universally grant a +2 to any check, regardless of the type of challenge.</p><p></p><p>So, back to your question does using points to increase ability scores directly outweigh the value of using the same points to buy perks? Given how you've described the system, it sounds like the answer is yes, this is unbalanced because like FATE the ability checks will come in to play far more often (commonly) than the perks when it relates to providing an "in game" advantage. Doesn't make it cooler, but it makes it more effective statistically.</p><p></p><p>Relating back to FATE, depending upon the system you use, you must use a base 'array' of ability scores, and spend points on perks (or aspects) as you have earned them. Some of the FATE systems, create a few model "templates" of different 'array' choices, with corresponding PERK point values so that all the "balancing" is done by the game system (and GM) ahead of time, and allowing for a little more variation between characters.</p></blockquote><p></p>
[QUOTE="ashockney, post: 6336319, member: 1363"] [MENTION=6685730]DMMike[/MENTION] I'm not sure I'll encapsulate an entire rule system in a thread post, however, I can attempt to unpack the connection I made between what you're doing and FATE. In Fate, your character gets an aspect, similar to how you describe your Perk in the prior post. Aspects are related to one of six character attributes. All challenges and contests are a series (model) of attribute checks. You can leverage your aspect to give you a distinct advantage on a related attribute check. Because a challenge can come in the form of a series of attribute checks, regardless of your pillar (such as combat, exploration, or interaction). You set a goal, if it is challenging, or there is a consequence of failure, your GM facilitates a challenge using attribute checks. You leverage your aspects to give yourself advantages on those checks to determine consequences, success, failure, and rewards. This BROAD system applied universally across any type of encounter or challenge allows you greater flexibility to worry less about "balance". At the end of the day, however, using a system like FATE, most aspects pretty much universally grant a +2 to any check, regardless of the type of challenge. So, back to your question does using points to increase ability scores directly outweigh the value of using the same points to buy perks? Given how you've described the system, it sounds like the answer is yes, this is unbalanced because like FATE the ability checks will come in to play far more often (commonly) than the perks when it relates to providing an "in game" advantage. Doesn't make it cooler, but it makes it more effective statistically. Relating back to FATE, depending upon the system you use, you must use a base 'array' of ability scores, and spend points on perks (or aspects) as you have earned them. Some of the FATE systems, create a few model "templates" of different 'array' choices, with corresponding PERK point values so that all the "balancing" is done by the game system (and GM) ahead of time, and allowing for a little more variation between characters. [/QUOTE]
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