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#7 | |||
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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As implied in my last post there, care needs to be taken about the impact of math on the game in general. If stats cost too much and the starting score is high to compensate, then problems begin to arise when a player simply decides to spend those points to be hyper-competent in a single skill.
I'm going to use combat as an example, because it's something recurring, but you can change it for magic, etc. Let's count: Quote:
Let's see how the same idea looks, only with DX costing 40 per level: Quote:
Quote:
I understand that simply increasing the cost of attributes may sound like a simple solution, but we have to remember that they exist alongside a whole set of other elements that make up the system. You move one, it will impact how the system behaves. When we try to solve a problem, it is very easy to create others. That's why being an RPG designer can be difficult. We have to take many situations into account. EDIT: If you really want to go in that direction, it might be worth taking a look at Power-Ups 9, Alternate Attributes, the "More Expensive Basic Attributes" section, starting on page 10.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” Last edited by Arcanjo7Sagi; 07-15-2023 at 08:21 AM. |
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| attributes, skills |
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