Okay so let me explain my design in a nutshell and then I can explain what I need a bit of HELP with! (Hope that sounds reasonable)
My WIP ("SpellMasters") uses Game Tiles to "crawl" a dungeon. The tiles are like corridors the players travel and each one earns a player various Experience Points (XPs).
On each level, there is ONE (1) Monster that must be defeated.
That Monster corresponds to the level's dungeon and is predefined with certain "stats". There aren't too many "stats", just THREE (3):
- Toughness (makes the Monster harder to attack and can result in counter-attacks).
- Health (gives the Monster more Health Points, making battles last longer).
- Damage (gives the Monster a boost in dealing more damage when the rolls fall in its favor).
There has been a TON of "speculation" as to WHERE the "creep"-ing of these "stats" should occur. To explain what I got so far is a HYBRID solution.
- Each ITEM has the "stats" on the card for THREE (3) level (1-5, 6-10, and 11-15).
- Players RANDOMLY select three (3) ROOMS per level -- each room defines which "stats" get modified.
- Player choose to ENTER a subset (1-3) of these ROOMS and DEFINE "How" the "Creep"-ing occurs.
The solution is NOT perfect. Why? Well if a card is 4-1-1, and you choose Toughness, Toughness and Damage... It basically means +5 Toughness to the Monster and a +1 Damage modifier. That +5 is a BITCH and makes it nearly IMPOSSIBLE to defeat the "Monster". Maybe a +4 is again REAL DIFFICULT ... so that card could be a 2-1-1. Again a +3 is STILL very hard to beat.
TL;DR I'll keep it short and leave it at that.
That's MY PROBLEM... How to VARY "creep"-ing such that it is VARIABLE and still PLAUSIBLE in terms of game play.
Thank you.
I agree that 4-1-1 is not for levels 1-5 and 6-10 ... Maybe for 11-15! But still even at those levels (11-15) +5 Toughness is still hard to beat. If you are battling a Monster with "3" Toughness (at start) +5 = 8 Toughness.
That would require a Wizard with "Expert" using an "Oak Staff" for example. That equates to a Attack of 6 Toughness. Your fate dice roll, must be +2 or HIGHER to attack this Monster. Otherwise the Monster attacks BACK each time you FAIL your fate roll.
Which means either A> You do damage or B> The Monster does damage to YOU.
Looking for VARIABILITY and some RANDOMNESS too. It can't be all predictable (and only deterministic).