Number Crunching and Game Balance
I've been ruminating on the nature of point-based character design systems. In essence, point values are assigned to things (attributes, characteristics, powers, bonuses, advantages / disadvantages, knacks, gear, followers, l33t skillz, etc.) that are help / hinder a character in the game as compared to everyone else. If it helps your character do stuff better than the "standard person" in a game then you "pay" points for it. If it hinders your character, then you "get" points for it.
In other words, enhancements to the baseline 'human' have a positive (+) point value, while limitations on the baseline 'human' have a negative (-) point value.
Why a baseline human? Well, I guess because most game designers figured players are familiar with what a normal human has and would be able to build their characters accordingly. "What makes my character better or worse than the normal human?" players will think and build their characters accordingly.
It would be supremely annoying to me, for example, to have a baseline Noldor elf as the starting point and have to go "What makes my human character better or worse than the normal Noldor elf? He doesn't have the clear complexion... doesn't have killer reflexes... isn't effectively immortal... man, my character sucks! Hey, do Noldor elves lose their temper more easily than human? GAAAAAHHHH!"
Now think of applying that to other non-human races like Dralasites or Xenomorphs or Vorlons or Vulcans. Not fun.
So... baseline 'human'.
No comments:
Post a Comment