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Tactical games, stats, and balancing

July 13, 2016

This is a pretty excellent video explaining the issues around balancing with attributes and stats, and the issues of things like dump stats and so on.  Since the videogame in questions is directly descending from D&D, and the speaker is also a tabletop gamer, the information is very directly applicable to tabletop games and design.

What I think is really interesting is that he highlights the difference between characters being “viable” vs. “optimized” and that the greater the difference between the two within your given game, the harder it becomes to balance encounters.  He also points out that if something is basically required for viable play, it shouldn’t be optional, as there’s no real play value gained by hiding “gotchas” or traps in character creation, which is a pretty common problem for tabletop games.

 

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