Good news, ZURPG only needs balance changes!
Bad news... it needs a complete overhaul on balance. So first thing we're gonna start on is relative balance, which is how strong bonuses are in comparison to stats, and how strong they are in comparison with each other. We usually use the Dice Modifier as the basis for comparison, as it is by far the most common. I do believe Nimono remarked that too many things had a Bonus Dice Modifier, which is completely true; not everything needs that.
Okay, so here's my newly revised numbers for relative balance. I'd post up the old ones, but they're kinda broken, so let's use this one as a starting point:[Attack Dice]: +4
On any given item that provides a bonus to [Attack Dice] and nothing else, it should have no higher than +4.
[Defense Dice]: +3
On any given item that provides a bonus to [Defense Dice] and nothing else, it should have no higher than +3.
[Armor]: +3
On any given item that provides a bonus to [Armor], and nothing else it should have no higher than +3.
Various rundowns of explanations:
This is something we wanna get cleaned up and fixed before we actually do a widescale rebalance, or else the widescale rebalance will probably ended up being widescale re-rebalanced. Thoughts?
Bad news... it needs a complete overhaul on balance. So first thing we're gonna start on is relative balance, which is how strong bonuses are in comparison to stats, and how strong they are in comparison with each other. We usually use the Dice Modifier as the basis for comparison, as it is by far the most common. I do believe Nimono remarked that too many things had a Bonus Dice Modifier, which is completely true; not everything needs that.
Okay, so here's my newly revised numbers for relative balance. I'd post up the old ones, but they're kinda broken, so let's use this one as a starting point:
- Dice Modifier: +6
- On any given attack, with no effect or other bonuses, it should have no higher than a +6 Dice Modifier.
Various rundowns of explanations:
- Given 60 stat points, your average stat is 12. On an attack that focuses normal damage (+0) and decent accuracy, a nice 50% boost in accuracy will allow anyone that goes average-stat point build a chance to hit things. Keep in mind most enemies have two layers of defense ([Defense Dice] + [Armor]), or stack one or the other.
- I'm giving an edge to [Attack Dice] bonuses because you can only attack once-per-round, provided no counterattacks, so stacking [Attack Dice] truly isn't nearly as strong as [Defense Dice] or [Armor]. Additionally, should the battle turn to a tankfest, with an edge to [Attack Dice], they have the chance to break the tankfest and potential infinite stalemate. Battles do need to end eventually.
- Here's how values of [Armor] and [Defense Dice] work. They're equal, but on the actual armor item, there'll be a higher [Armor] value, because you can only equip one armor item. On buffs and stuff like that, they'll stay even.
This is something we wanna get cleaned up and fixed before we actually do a widescale rebalance, or else the widescale rebalance will probably ended up being widescale re-rebalanced. Thoughts?