- Joined
- Jan 28, 2011
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:balanced:
In case anyone here isn't following the deadfire thread
:balanced:
Gonna need some pictorial evidence before I click the agree rating.That adidas top would be such a cute sporty lewk to wear to field hockey training! (You'd have to obvi change the ball to a field hockey one first though!)
such as how Nazis also incorporated stories such as black company of Florian Geyers.
he's looking more and more rabbinic lately
Ancient Sawyer philosophy:I actually really like multiple attributes feeding into the same ability. It makes it harder to min-max. I've done this in my own homebrew games and the result is more normalized/balanced builds.
Avoid allowing a base value to be modified by more than three inputs. That is, if you have a base damage value for something, you should ideally allow it to be affected by no more than three things. The fewer inputs you allow to modify a value, the more significant the effects of those inputs are. Additionally, the range is generally more constrained and predictable for a player. In turn, this makes tuning content easier.
E.g. how long you can hold your breath underwater. It's affected by your Constitution score, your Swim skill, and your Breathing Bonuses (a catch-all of non-stacking bonuses specifically for holding breath). As long as you know the max Constitution score, max Swim skill, and the highest Breathing Bonus, you know exactly how long a character can hold his or her breath underwater at any given point in the game. Because you only have three inputs to worry about, it's easy to track everything that goes into this system. Player attempts to min-max the system are limited to those three categories, which means that non-min-maxers can still be "competitive".
Now let's say you decide to expand this system. You allow all Breathing Bonuses to stack. A player can have a Breathing Bonus from up to three different perks and Breathing Bonuses on any/all equipment he or she can wear, up to eight "slots" worth. Even if the values used on these perks and pieces of equipment were relatively minor, the spectrum of minimum and maximum have increased dramatically. It becomes more difficult to predict where a character will be on this scale at any given point in the game, and the min-maxer has an extreme advantage over the casual player, making content tuning difficult.
* From a single value, avoid deriving multiple values in different subsystems. When you do this, you have created a complex balancing problem for yourself. The classic example of this is the ability score system in pretty much all editions of (Advanced) Dungeons & Dragons. Ability scores affect skills, the use of class abilities (e.g. a paladin's lay on hands), and various class-neutral statistics (hit point bonus from Con, AC bonus from Dex). Every time you adjust one of these skills, abilities, or statistics, you affect the value of the stat that has an input into them. Logically, any time you adjust inputs into the value from which these other values are derived, you affect the expected range of the derived values. The fewer things a single value affects, the easier balance will be for you.
Ancient Sawyer philosophy:I actually really like multiple attributes feeding into the same ability. It makes it harder to min-max. I've done this in my own homebrew games and the result is more normalized/balanced builds.
http://forums.obsidian.net/blog/3/entry-121-tunin-tips-and-tricks/
Now let's say you decide to expand this system. You allow all Breathing Bonuses to stack. A player can have a Breathing Bonus from up to three different perks and Breathing Bonuses on any/all equipment he or she can wear, up to eight "slots" worth. Even if the values used on these perks and pieces of equipment were relatively minor, the spectrum of minimum and maximum have increased dramatically. It becomes more difficult to predict where a character will be on this scale at any given point in the game, and the min-maxer has an extreme advantage over the casual player, making content tuning difficult.