Right, I'm new to the forums, despite registering well over a year ago. But I'm sitting with my character sheets for my game in my lap, and I just wanted to exchange some information with those who have more experience then me.
Background is this, I've created seven templates for classes for characters for my boardgame (theme/design is secret for now) and need some feeback on my method on how I created them. Each class has six diffrent attributes (sp?) and those determine how that class is being played. The class attributes look like this, ignore the numbers in the brackets for now.
Example of "Scout" class
Strength (-6)
Speed (+6)
Faith (-6)
Agility (-2)
Spirit (+3)
Perception (+5)
As you can see, all numbers equal up to zero. The reason to this is that I felt that it would make all classes, equal to a certain degree. As each class has one or two distinct advantages, as well as "suffering" a penalty for this. So, in the end, the classes ends up at zero. On top of these numbers (in the brackets), each player rolls two T6 dice to determine how their character "excels" over the set class template. Each attribute also means diffrent advantages on the board as well. Such as combat bonus, view distance etc etc.
I think it's a good system, but if anyone has some sort of feedback on it. I'd be glad to hear it.
It sounds like you are mixing the randomness of character generation from a RPG with a board game. Without knowing exactly how the classes will be played in the game it is hard to give you specific feedback as to whether the system will work.
Is there a lot of dice rolling to determine outcomes in the game that will be modified by the attributes?
Why do you want to further modify the attributes with the dice rolls? Seems to me that if this is a board game you want to spend as little time in setting up the game, and rolling dice to add to an attribute for a class will slow down the game. Why not just say that each class has these attributes, so using your example of a scout class:
Strength -6
Speed 6
Faith -6
Agility -2
Spirit 3
Perception 5
Not sure how this would work with your game without knowing more about it. But this still makes each class unique and allows for faster play. Not sure if it works from a mechanic POV though.
Trying to balance the classes seems like a good idea, but maybe you want to give an edge in one attribute to one class. Depending on how the rest of the game is balanced as far as play and victory conditions, then how you play the game would be dependent on the class you played. Do the players select a class by choice, by draw, or at random? How they select will effect how the attributes come into play. Here's where being balanced is a good thing as it allows a player the chance to win the game even if they play a character they don't like since there is no 'bad' character.
If are willing to supply us with some more information about the game we might be able to help you with its mechanics better.
Just my two pence.
- Geoff