Quote:
Originally Posted by SilvercatMoonpaw
The difficulty of pricing traits based on how useful they are is that you have to re-price them based on the setting being used.
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Yeah, utility pricing is hard to make work well. One thing I've considered is what I like to call lottery pricing: your odds of winning a contest are close to linear in points spent on that ability. This means people can bid based on what they think will matter.
That winds up as an exponential scale with each +1 multiplying cost by 1.4-1.5. If you still use stat+skill, you would want both stat and skill to be double cost for each +1 (since you can raise separately, that means double points gives +1 to both stat and skill for a total +2).