Hello, I’ve been changing the numbers around to better suit my new character attributes.
With these changes, balancing character attributes has become more like a sudoku puzzle. I’ve probably spent most of the time just swapping numbers around to see if the rows & columns add up the right way, whilst trying to keep what I like. Having said that, I feel I’ve come up with something better than the first iteration.
The way it is with the new attributes:
- Warrior: Good strength & endurance, average craft & agility, poor focus & aura
- Mage: Good focus & aura, average endurance & craft, poor agility & strength
- Agent: Good craft & agility, average strength & focus, poor aura & endurance
- Cleric: Good aura & endurance, average strength & agility, poor focus & craft
Class Statistics V2
Hello, I’ve stepped back from prototyping to rethink my character attributes.
I was content with using the default attributes, but I thought they could be better designed. Now that I’ve had a better look at where I can utilize attributes, I’ve come up with something I’m pretty happy with. Continue reading
Progress at last! I’ve come up with some initial statistics for the player characters that I’m happy with. I haven’t done any playtesting yet so they’re prone to change.
Spreadsheet of initial class statistics.
I can’t believe I only thought to use Excel last week; made the process much clearer :P.
I’ve included the formulas I decided on, plus some initial stats for equipment to get an idea of how much they will affect attributes. I haven’t issued values for Ability Points since it depends on what abilities the classes have, which I’ve yet to figure out. Continue reading