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Variable stat increase costs.

Posted: Tue Feb 21, 2012 5:03 pm
by Darkson
In relation to Joemanji's variable skill cost idea : viewtopic.php?f=16&t=35407 , what about variable costs for Stat increases?

These are just random thoughts at the moment, so the costs are probably waaaaay out, but as an example:

ST1 to ST2 30K
ST2 to ST3 40k
ST3 to ST4 50K
ST4 to ST5 50K
ST5 to ST6 40K/60K
ST6 to ST7 30k/60K

I've listed to costs at the higher end, depending on whether (any) discussion would decide whether there's more/less benefit at the top end of the range.

The same could be done with all the stats, to make those stat increases that are rarely taken (eg +AG on a Krox) more attractive.

Any rope in the idea, or just completely stupid?

Re: Variable stat increase costs.

Posted: Tue Feb 21, 2012 11:24 pm
by DoubleSkulls
I quite like the idea as a house rule, just like I like JMs original idea.

I'd say that S2 to S3 is as good as S3 to S4.

I think the cheaper prices are appropriate for S5 & S6. Given the advice a lot of people give it may even work as S5 being 30k, which means you've got a straight trade between Block and +ST.

Cheers

Ian

Re: Variable stat increase costs.

Posted: Tue Feb 21, 2012 11:38 pm
by dode74
Not bad as a house rule. Thoughts on the other stats:
MA Cost
4-5 20k
5-6 20k
6-7 30k
7-8 30k
8-9 30k
9-10 40k

AG Cost
1-2 30k
2-3 40k
3-4 40k
4-5 40k
5-6 30k

AV Cost
5-6 20k
6-7 20k
7-8 30k
8-9 30k
9-10 30k
It might be nice (but perhaps complex) to link them to probability increases based on the most often used roll. For example, I think the most common AG rolls have a natural +1 modifier (catch, handoff, pickup, dodge, and going from AG2 to AG3 changes the probability of failing from 50% to 33% (33% reduction), while going from AG3 to AG4 changes it from 33% to 16% (50% reduction). Since moving from 2 to 3 has 2/3 of the effect on the roll that moving from 3 to 4 has, perhaps it should have something like 2/3 of the cost?

My only issue with this concept is that it is a bit of an incentive towards homogenous stats for teams.

Re: Variable stat increase costs.

Posted: Wed Feb 22, 2012 12:41 am
by Chris
You would want to avoid making teams that have stat advantages have a bigger advantage than they already have. So in the Ag case making 3-4 more than 4-5 favours elves in a big way. Also with that percentage idea 2-3 isn't really worth it ag wise (unless you are an Ogre), so its not a straight increase in attractiveness.

So strength while going from 3-4 is fantastic, giving 4-5 a break would reinforce the power of str teams. Horns is something of a spoiler here. Going from 5-6 on a minotaur is I think worth slightly more than block, while on an Ogre it would be block nearly every time.

Re: Variable stat increase costs.

Posted: Fri Feb 24, 2012 12:23 am
by Rhyoth
Overall, i think it's a good idea.
I always felt ST increases for ST 3-4 players had too much impact (also true for AG increase on AG 3-4 players) ; personnaly, i wouldn't mind if ST increases for those players were more expensive (60k for ST, 50 for AG perhaps ?)

Personnally, except for ST 1 players, i wouldn't go under 40k for a ST point : some players can end up with both ST6 and Block : +60k for those monsters seems way too cheap...

Re: Variable stat increase costs.

Posted: Fri Feb 24, 2012 10:55 am
by Chris
Well thats an interesting point you raise - should an Ag team pay more for strength and a str team pay more for Ag? It is directly mitigating their weaknesses.

Re: Variable stat increase costs.

Posted: Fri Feb 24, 2012 12:05 pm
by Hitonagashi
Could you link it to the skill accesses:

+ST costs 20k base, +20k for A access, +20k for G access, +10k for S access.
+AG costs 20k base, +10k for A access, +10k for G access, +20k for S access. (+20k for stunty?)

It falls down in a few places; Slann blitzers get royally stuffed by this, and it does add complexity, but it seems to approximately work.

Re: Variable stat increase costs.

Posted: Sun Mar 18, 2012 9:29 pm
by cbbakke
I like this idea. It seems to be a far more accurate cost.

Re: Variable stat increase costs.

Posted: Mon Mar 19, 2012 10:18 am
by spubbbba
Maybe you could factor in the player’s cost into the formula?

A rookie human lineman getting +AG or ST is quite nice but possibly not worth it whilst a tackle, strip ball wardancer, block, BT bull centaur or blodge werewolf getting either of those skills is amazing, they would also do well with +MA too which I’d never take on a lineman.

Re: Variable stat increase costs.

Posted: Mon Mar 19, 2012 11:38 am
by Darkson
Problem with that is a (for example) tackle, mighty blow, +ST blitzer would cost more than a +ST, mighty blow,tackle one.

Re: Variable stat increase costs.

Posted: Tue Mar 20, 2012 10:03 am
by Hitonagashi
Not necessarily Darkson.

If you said '+ST adds 20% to their TV, rounded up', then it would link to the value without affecting it...it would also increase the cost of any future skills for them.

Re: Variable stat increase costs.

Posted: Tue Mar 20, 2012 11:42 am
by dines
Hitonagashi wrote:Not necessarily Darkson.

If you said '+ST adds 20% to their TV, rounded up', then it would link to the value without affecting it...it would also increase the cost of any future skills for them.
Might work for online play, a bit clumsy for tt.