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General Tabletop Discussion
*Dungeons & Dragons
Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
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<blockquote data-quote="System Ufera" data-source="post: 6232128" data-attributes="member: 6671268"><p>It's a point-buy system, meaning that you buy your stat increases with experience points. The difference in experience between levels increases with each level. A character at level 1 would normally have around a 55-65 Talent on their attacks or spells, and players will probably try to increase that as much as possible, as quickly as possible, meaning that they'll end up increasing their relevant stats and buying benefits that increase their Talent. Those things don't go away at higher levels, and since the player is focusing on the stats that influence their Talent for whatever it is they do in combat, their characters will reach talents of 100% and higher by level 4 or 5.</p><p></p><p>By the way, the "goal" for the flavors of levels is something along these lines, assuming a "fighter" type character:</p><p></p><p>Level 1: You just woke up one day and decided to leave your parents' basement to become an adventurer.</p><p>Level 2: You probably have experience as a town guard or common soldier.</p><p>Level 3: You were probably an exceptional soldier.</p><p>Level 4: You were probably a soldier well-decorated with many highly prestigious awards for your service.</p><p>Level 5: You are on the same level as Miyamoto Musashi.</p><p>Level 6: You might be able to swing a Buster Sword (don't worry, I'm not including that in my game).</p><p>Level 7: You might be able to swing a Buster Sword <em>effectively</em>.</p><p>Level 8: You are on the same level as Hercules.</p><p>Level 9: You could reasonably go toe-to-toe with a deity.</p><p>Level 10: History will always remember that momentous day of great wonder when you saved the world (or even the universe) from that grand existential threat. But for you, it was Tuesday.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6232128, member: 6671268"] It's a point-buy system, meaning that you buy your stat increases with experience points. The difference in experience between levels increases with each level. A character at level 1 would normally have around a 55-65 Talent on their attacks or spells, and players will probably try to increase that as much as possible, as quickly as possible, meaning that they'll end up increasing their relevant stats and buying benefits that increase their Talent. Those things don't go away at higher levels, and since the player is focusing on the stats that influence their Talent for whatever it is they do in combat, their characters will reach talents of 100% and higher by level 4 or 5. By the way, the "goal" for the flavors of levels is something along these lines, assuming a "fighter" type character: Level 1: You just woke up one day and decided to leave your parents' basement to become an adventurer. Level 2: You probably have experience as a town guard or common soldier. Level 3: You were probably an exceptional soldier. Level 4: You were probably a soldier well-decorated with many highly prestigious awards for your service. Level 5: You are on the same level as Miyamoto Musashi. Level 6: You might be able to swing a Buster Sword (don't worry, I'm not including that in my game). Level 7: You might be able to swing a Buster Sword [I]effectively[/I]. Level 8: You are on the same level as Hercules. Level 9: You could reasonably go toe-to-toe with a deity. Level 10: History will always remember that momentous day of great wonder when you saved the world (or even the universe) from that grand existential threat. But for you, it was Tuesday. [/QUOTE]
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Community
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Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
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