Tuesday, August 10, 2010

Zero Sum Armor

Zero Sum Balance for Armor


No Armor

Defense: 1

Vs. Slashing: +0% (1)

Vs. Piercing: +0% (1)

Vs. Blunt: +0% (1)

Vs. Non-Physical: +0% (1)

Movement Speed: +5% (2.1 per sec)


Leather Armor

Defense: 2

Vs. Slashing: +50% (3)

Vs. Piercing: +25% (2.5)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +0% (2)

Movement Speed: -0% (2 per sec)



Spiritual Armor

Defense: 2

Vs. Slashing: +0% (2)

Vs. Piercing: +0% (2)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +75% (3.5)

Movement Speed: -0% (2 per sec)



Chainmail

Defense: 3

Vs. Slashing: +37% (4.1)

Vs. Piercing: +38% (4.14)

Vs. Blunt: +0% (3)

Vs. Non-Physical: +0% (3)

Movement Speed: -10% (1.8 per sec)



Half Plate

Defense: 4

Vs. Slashing: +50% (8)

Vs. Piercing: +35% (1.4)

Vs. Blunt: -10% (3.6)

Vs. Non-Physical: +0% (4)

Movement Speed: -20% (1.6 per sec)



Full Plate

Defense: 5

Vs. Slashing: +50% (7.5)

Vs. Piercing: +35% (6.75)

Vs. Blunt: -10% (4.5)

Vs. Non-Physical: +0% (5)

Movement Speed: -30% (1.4 per sec)



Ceremonial Armor

Defense: 10

Vs. Slashing: -10% (9)

Vs. Piercing: -20% (8)

Vs. Blunt: -10% (9)

Vs. Non-Physical: +115% (21.5)

Movement Speed: -40% (1.2 per sec)



Notes:

+% vs. a damage type means they take less damage from that amount. -% means they take more damage from that type than others.

+1 Defense value = -10% Movement speed. Balanced at 2.

Total value of vs. damage types is 75%

-1% against damage type = +1% against another damage type

The bonus from weapon defense factors into the base defense score. (Not damage type adjustments)


Statistical Note:

Players get a stat to strength that accounts for 25% of damage dealt.

Players get no statistic bonus to defense.


Zero Sum Balance + Risk/Reward Scenario Compensation

Hay guys! Sorry for the lack of updates these last weeks. I've been a bit swamped with finals and the like. A few friends of mine helped me start up a small RPG supplemental material company. We are "Little Red Goblin Games" and are publishing under the Pathfinder Compatibility License we got for Paizo! Check their sites in the coming weeks for our first releases! Some stuff from this Blog will be added as PDFs for purchase, though they've been play tested (and adjusted) extensively from when you guys have seen them!

Ok, so this entry will be on "zero sum balance" and "risk/reward compensation". It's part of a project I'm working on for a college project so I hope you enjoy. Below, you will find a list a weapons with statistics that reflect an MMORPG fantasy setting.

Happy Gaming!

-Scott Gladstein


Zero Sum Balance for Weapons


Einhander (Long Sword)

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Slashing


Mace

Damage: x-x+10 every 1 second

(1d10 damage every second)

Defense Bonus: +3%

Range: 1

Damage Type: Blunt


Twin Daggers

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Piercing


Cestus (Battle Gloves)

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Blunt


War Hammer

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Blunt


Spear

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Piercing


Great Axe

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Slashing


Bow & Arrow

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +1%

Range: 5

Damage Type: Piercing


Standard

(Provides Bonus)

Damage: x-x+3 every 1 second (Bonus not offered to allies)

(1d3 damage every second)

Defense Bonus: +10% (Bonus extends to allies in range)

Range: 5

Damage Type: Blunt


Short Sword & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Slashing


Flail & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Blunt



Explanation:

We can look at the total value of a weapon's damage per second to balance it. (Though we can actually start at whatever bonus we wish) A weapon that deals x+10 damage every second is the same as a weapon that deals x+5 every half second. However, this becomes a risk/reward scenario. In a risk/reward scenario, you must reward the person who is taking the greater risk. (In this case it would be the first example, X+10) We can give him a slight raise in damage (X+10 becomes X+11 or X+12 for example depending on the amount of risk vs reward) or even a slight bump in the defense bonus it provides (+1% or +2% to the total). There are many things we can compensate the risk/reward gap with, but so long as it's balanced out- the result should be the same as the first weapon in terms of balance. The goal is that we end up giving the same total value to each weapon type. Increasing in one area means decreasing in another area. Keep in mind that in a zero sum balance system like this, you need to either eliminate total value progression (“better weapons”, think WoW loot) or provide an equivalent for ALL existing weapons. (“Tiered” weapon classes) Oddballs, like the Standard in this list, can be a little more powerful in a non-targeted attribute. (Due to the risk/reward gap it has)