Poppa_Smurf
2010-12-12, 06:38 PM
Hey!
So amongst my many projects I am, at the moment, trying to put together a gaming system that strikes a balance between quite granular RPG systems, like 3.5, and simpler ones like d20lite and the d6 system.
I am trying to understand how more complex systems "balance" everything at a sort of base level, and it occured to me that most are dictated by quite black-letter mathematical rules - e.g. arithmetic progressions.
What I wanted to ask was whether anone had any insight or resources regarding the maths behind successful gaming systems? I'd be interested to see how certain things scaled with regards level progression, or how base damage was related to maximumk damage for different classes etc.
For instance, how the total damage a character can cause in expending all their resources (incl. consumables like potions and healing spells) relates to their level - or how a "stun" or "trip" relates to causing x amount of damage, given that a "stun" or "trip" both prevents an enemy from causing damage and might make it easier for the player to cause damage.
So amongst my many projects I am, at the moment, trying to put together a gaming system that strikes a balance between quite granular RPG systems, like 3.5, and simpler ones like d20lite and the d6 system.
I am trying to understand how more complex systems "balance" everything at a sort of base level, and it occured to me that most are dictated by quite black-letter mathematical rules - e.g. arithmetic progressions.
What I wanted to ask was whether anone had any insight or resources regarding the maths behind successful gaming systems? I'd be interested to see how certain things scaled with regards level progression, or how base damage was related to maximumk damage for different classes etc.
For instance, how the total damage a character can cause in expending all their resources (incl. consumables like potions and healing spells) relates to their level - or how a "stun" or "trip" relates to causing x amount of damage, given that a "stun" or "trip" both prevents an enemy from causing damage and might make it easier for the player to cause damage.