Lephys Posted October 9, 2014 Share Posted October 9, 2014 (edited) Every point-based system limits your character builds by the total possible points you can acquire. So what? But an escalating-cost point-buy system provides a means of min-maxing by using linear attribute increases with level up.True, but, at character creation, you're still limited to what amounts to the same thing. For example, if you have 6 stats, and you want a value of 5 in each stat. That costs 30 points, in a a regular point-buy system. With escalating cost added, (let's say the cost is the value you're raising the stat to, just for example -- 3 costs 3 points, 4 costs 4 points, etc.), a 5 in each stat would cost you 90 points. Then, when you want not-just-all-5's, there are obvious differences: That same 30 points can get you a 6 in one stat, with 5's in the rest and a 4 in one of them. Whereas, the 90 points (escalating system) gives you back 5 points if you drop one of your stats back to 4. That puts you one point shy of being able to raise anything to 6. Etc. So, it's interesting, but it's really just different math. But, the other point being, once you've balanced all that out however you'd like, at the end of character creation, you've still allowed for some maximum possible stat distribution, with however many points you've allowed. THEN, the only difference is what stats you're able to raise as you level-up. So, the only difference escalating cost makes at that point (if you were to gain +1 point per level-up), is that it allows you to raise lower stats more frequently/a greater number of times than higher stats. Which, again, is different, and interesting for what it is, but if your goal is just "make sure stat increases after character creation are rare," it doesn't really impact that goal very much. Actually, if you dumped some stats, you'd get to raise those like 5 or 6 times, because lower stats would cost less to raise than higher ones. So, that would be kind of a weird thing. "Oh, just go ahead and spend those points up-front on your higher stats, and don't worry about those others being too low... you'll get to raise them like every level-up." Etc. It introduces a weird dynamic, towards the goal of simply making sure stats don't increase a bunch after character creation. There's nothing wrong with an escalating-cost point-buy system. I just don't think its benefit towards controlling level-progression-based stat increases is pretty negligible. So, unless it's there for some other reason (the whole game's built from the ground up around that system, like Shadowrun,) I think the best thing would just be to limit stat point gains to whatever you think is reasonable in a 12-level span. Edited October 9, 2014 by Lephys 1 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u Link to comment Share on other sites More sharing options...
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