A problem I have been come up to a lot lately is trying to balance out different values in my games. By values I mean prices, combat values, everything.
I understand that the values cannot be perfected before playtesting, but I am wondering, how do some of you, before playtesting (while actually designing the game), balance/try to balance different values?
I try to extrapolate some math into it. I'll sit down and think about the effect something will have on the game, how easy I want to make it to be used vs. that potential effect, and factor the cost accordingly, for example. Other things to consider too are the spread of costs. If you are finding too many things are hovering in the higher costs, you may want to reduce the effect or perhaps add a consequence to using that effect.
Hope this makes sense/helps.