Hi all,
I am writing a table top strategy game in the style of GorkaMorka, BloodBowl and 40k.
Because the game is campaign style; i.e your characters develop and change between games and your team develops and gains experience, I need a system of money with a fixed value.
However, as the basis of the game is increasing your statistical chance of passing a d20 roll, i need to know how much each +1 modifier to a statistic is worth in money; so in the shop how much more valuable is a +4 sword than a +3 sword?
And if a player earns prize money, how much power to develop does that give the player faster than other players?
This money system needs to be substantial because it will also determine how much the cost of other abilities needs to be.
Despite making a statistics based game, maths is not my strongest skill so I appreciate any help you could offer!
Sam
There is some really useful bits in those replies, thanks!
One of the key issues is that I have tried to leave developing the characters as open as possible - i.e. each player decides how they want to develop, so money is only one of four ways of growing...
When you begin a career, you pick a team type -
Fighters = start with a slight stat boost and have training perks
Mercenaries = start with more money, easier to gain money later
Performers = use a 'fame' system to gain stat changes in game
Rogues = better able to access cheats and better at cheating
these four represent the 4 four key dynamics in the game. All use money to buy equipment, but only one of the teams uses it as their 'ace'.
So my problem is, I am trying to design a universal meta-mechanic, that one team has slightly better use of than the rest but that is a fair trade off against another team's better fighting ability, cheats or fame.
One key issue is working out the increase curve of the value of a modifier at different levels...
A character with toughness 1 who buys a helmet of +1 Toughness gets a total toughness of 2/20. so the value of the +1 helmet has doubled his chance (?) but is still effectively useless. A character of 15 toughness with the same +1 goes to 16/20 which has an 80% success rate.
This is where my maths fails.... is the helmet more / less / the same value to the second player...?