Starting Stat Pool

No, actually, they often don’t, which is why playtesting is so important.

They certainly should have a better understanding of what they INTEND to do, and they certainly may have a better understanding of the mechanics of what is happening (probably not in this case, as it’s all spelled out), but game design is HARD, and the people actually making games are seldom all THAT much better at it than those who playtest them, and in essentially ZERO cases are the people who make them better at it than the crowd of people who play them as a whole (watch how good game companies measure their player base and respond to it).

Personally I don’t even see the point of having anything other then freeform. It’s a single player game and the difficulty of the game is already customizable by the player so why try to pretend that it’s not?

I always play on five times spawn rate with wander spawn on. But I could just as easily turn wander spawn off and set the spawn rate lower. But I don’t, because I won’t enjoy the game like that.

And I almost always play with freeform, but that doesn’t mean the game automatically becomes too easy.

In fact I created three preset that I look at as difficulties.

1: Preset Alpha: All my stats are fifteen, with some good traits. I consider this easy mode
2: Preset Beta: I customize depending on my mood, but I always take frail and slow healer and never put any of my stats above twelve. I consider this normal mode.
3: Preset Average: I keep all my stats at eight, with no traits. This is hard mode.

If the multipool system was the only option I would probably just play on my Average preset since just two additional stat points are irrelevant and have no notable impact, and with all my stats at eight I would figure I might as well take that extra step and go trait-less and skill-less.

Well, I might take some traits actually. But only two additional stats points really is pointless, and lowering stats below eight shouldn’t even be an option, so it would probably be best just to enforce eight stats in all attributes in the multipool system.

[quote=“Coolthulhu, post:36, topic:12248”]

Anyway, my real problem with the ‘multiple pools’ charbuild option is that it does not give too much room to play. With 2+2+2 pts, i can barely customize my char, pick only a few traits and some skills.

This was because multi pool started out “on top” of single pool. Now that it is well established and known to work well, the defaults can be rebalanced with multi pool in mind.
For example, by allowing more stat points at start.

the assumtion that any stat lower than 8 is 'problematic'
This is mostly psychological, though reinforced by stat displays. 6 in intelligence and perception is totally fine.[/quote]

I think that doing these two things will do wonders to stop the complaints and make charbuilding more fun. For the second, we could rebalance a bit the implications of a stat lvl = 6 ~ 7 and make 6 the default (but keep 8 as the norm).

[quote=“Coolthulhu, post:36, topic:12248”]This was because multi pool started out “on top” of single pool. Now that it is well established and known to work well, the defaults can be rebalanced with multi pool in mind.
For example, by allowing more stat points at start.[/quote]

That sounds good. 3 or 4 instead of just 2? Low stats is always my biggest concern since I can’t raise them in-game.

Using multi-pool as it stands, I already make more balanced characters. I don’t have a whole bunch of negative traits that I would take just for stat points.

I went with 6 stat points but 0 trait points for now.

I went with 6 stat points but 0 trait points for now.[/quote]

I look forward to trying that out. I die enough as it is that it won’t take long to try a whole bunch of characters. I suppose the 2 traits points were a free grab at the night vision, unless you really want extra skills.

I went with 6 stat points but 0 trait points for now.[/quote]

Ehm, may i point out that 6 points for stats or traits is the same as given by the single pool (minus the +2 for skills also given here) making this way of charbuilding strictly better?
Is this a gift in order to phase out the single pool method? Not that it is a problem with me if it is, just asking.

[quote=“jcd, post:47, topic:12248”]Ehm, may i point out that 6 points for stats or traits is the same as given by the single pool (minus the +2 for skills also given here) making this way of charbuilding strictly better?
Is this a gift in order to phase out the single pool method? Not that it is a problem with me if it is, just asking.[/quote]

Any bonus points outside the initial points would probably still only goto skills, still making the system strictly worse for stat based starts while forcing early skillpoints.
WHY starting with skills is so important is beyond me since the argument for it is “Realism” the average adult person would realistically start with 4 Driving, and 1-2 in one or two other skills depending on hobbies anything higher than that being wholly effected by profession (which is reflected by actually picking a profession in the current system) If you really want to make a better system of character creation that makes realistic sense removing the ability to pick skills at all and tying them 100% to profession choice while also capping stats based on profession choice would make more sense.
Not that I would support that system either.

[quote=“jcd, post:47, topic:12248”]Ehm, may i point out that 6 points for stats or traits is the same as given by the single pool (minus the +2 for skills also given here) making this way of charbuilding strictly better?
Is this a gift in order to phase out the single pool method? Not that it is a problem with me if it is, just asking.[/quote]

The biggest differences here are the lack of the trait->stats point flow and profession/scenario being on skill pool.
This means that the biggest problems with lab start and VBD start, which are that they produce much stronger characters that are just temporally inconvenienced at start no longer apply.

It kinda does reduce the “flavor” of multi pool a bit, but it keeps its purpose. Which is to fix, or at least greatly improve on, balance of two biggest “challenge” starts versus all other starts.
The buffed multi pool would allow stat customization without dump stats, while retaining the not-FUBAR balance regarding VBD and Lab starts.

[quote=“khellen, post:47, topic:12248”]If you really want to make a better system of character creation that makes realistic sense removing the ability to pick skills at all and tying them 100% to profession choice while also capping stats based on profession choice would make more sense.
Not that I would support that system either.[/quote]
How is that realistic? i for example according to recepies i and many others would have coking at least 1 if not 2,mechanic at least 1/2 for basic maintance of car) beyond our primary proffesion…some my pals have gotten into figts and won so addtional to their prroffesion they know about melee and unarmed at least at lvl 1 one knows judo from childhood he probably 2/3 or so. Lot of people here know much about guns which isnt their proifeesion so they would have some pistol/rifle knowledge or having shot same markmansip along that.
People having skills corresponding to ingame skills at least on lower levels beyond their proffesion is realistic.

Bah. Skip for a day and threads go out of control. I did have a great big old post written out here that just kept on growing, and probably would have diluted discussion, so I’ve trimmed out a chunk to bring things back a bit. If someone feels I’ve missed something important, let me know and I’ll answer it.

It will change everything because skills aren't fixed in place and have those soft caps you said you liked earlier. And honestly, if you somehow manage to survive the late game with low armor, that's pretty impressive.

Thanks, Nomad Gear is my waifu.

As for Dodge, like I said, you’d need to break it for everybody, or it’s just mechanically superior. Again, difference in kind, not difference in scale. Either stop dodge working for everyone, or accept that it’s the way that the game works. Your ability to mitigate damage is directly proportional to your ability to survive, survival is the only important metric.

You cannot die from having 0 in a crafting stat. Not being able to craft is annoying, not fatal.
You die from damage and infection.

Attack skills mitigate damage by removing threats faster before they can deal as much damage to you.
Dodge skill mitigates damage by avoiding incoming damage.

The better you can mitigate damage, the more you can scavenge in towns, the more gear you can acquire, the more books you can collect, and the safer you can be while you read those books. How well you can cope with danger defines how easily you can gain rewards. Late game characters being able to do things like raid labs, take out triffid hearts, kill ant queens and so on is because they can better deal with danger.

If you want to balance around optimal play, then optimal is the method which best mitigates incoming damage. Assuming you fix skills so that the dodge can be reached by anyone same as every other skill, and fix dodge so that a mix of two skills becomes the best way to achieve maximum mitigation, that becomes optimal play, inevitably, because of the problem with multipool which I keep raising over and over again:

There is no reward for sacrificing early game survivability.

Character A focuses on [best damage mitigation]. Damage mitigation gives early game advantages.as described above. Better loot, faster book progression, fewer restarts due to death.

Character B focuses on [anything short of absolute focus on getting the best damage mitigation]. They gain no benefits for doing so.

Generalisation: Anything that is not specialisation is wasted. This typically includes additional survival skills. Low skill levels are worth less. Melee 1 can be attained in one fight. Survival 2 can be achieved in one day. Fabrication 2 can be accomplished by breaking a bed/bench, making cudgels, making skewers from the cudgels, then making needles from the skewers. Throw 1-2 can be achieved by throwing all the spare skewers into a cool pattern around you…

Non-Mitigation Specialisation: Wasted. Character A gets clothing and materials more easily. By the time that character B can reliably get all the items they need to leverage their crafting advantage, Character A has already closed the skill gap with books and ready-made uber gear that they scavenged. Either this reaches a point where characters specialising can craft stuff like survivor gear right out of the gate or crafting remains worthless, at which point game progression has long become nonsensical.

Long vs short term play is fundamental to the way the game system works. The difference between maximum early game survival and maximum long term power is defined by maximum early game survival skill versus

The choice becomes:

A: Put as many points into stats as possible, and the rest into damage mitigation specialisation.

B: Put as many points into damage mitigation as possible and any left over points into stats.

You have either the equivalent of “MAX DODGE” or “MAX DODGE - N” where N is the amount of stats you’re permitted, diminishing returns in dodge would mean that the functional difference is miniscule and A is the only build - Highest long term viability, high short term survivability.

Assuming optimal play in Multipool is no more balanced than Single Pool, it just forces a different playstyle. I’d be fine if we agreed to stop using theoretical optimisation (I generally play somewhere between jcd’s Beta and Average myself, Schizophrenic kung fu tentacle monsters are more interesting to play than 15/15/15/8 combat wombats), but otherwise we need to address this optimisation problem. It doesn’t have to be stats, but it does have to be either some kind of permanent trade, because any short term trade in survivability for a short term advantage in anything else doesn’t work well.

To move away from emotive cataclysm equivalents, let’s try a test scenario:

Pan has a 10% chance to find a job that pays $100,000 a year for the rest of their life.
Failure means Pan gets eaten by zombies.
Pan can take up student loans to get university degrees.
Each student loan costs $10,000 a year for the rest of Pan’s life.
Each student loan increases Pan’s chance of finding a job by 10%.

0 Degrees means a 90% chance of horrible death.
9 Degrees means a 100% chance of earning $10,000 a year and a 0% chance of zombie related death.

1: How many degrees should Pan take?

2: If Pan needs $30,000 to live in comfort, how many degrees should Pan take?

3: If Pan is bad with money and wastes 90% of the extra salary about $50,000 (so if they would earn 60k they earn 51k, it they would earn 100k they would each $55k), how many degrees should Pan get?

4: If Pan can reincarnate after their zombie related death or death of old age and instead keep trying (though being eaten by zombies sucks and reincarnating is pretty time intensive) until they get the job, how many degrees should Pan take?

5: If Pan can take degrees in Liberal Arts, which cost $10,000 a year, but do not increase his chances of finding a job, how many Liberal Arts degrees should Pan take?

Despite being permanent for the lifetime of Pan, there are clear incentives to invest permanent long term gain in order to achieve short term success. So long as any differences are simply a question of Scale (My F00 is bigger than yours!), rather than a fundamental difference in Kind (Your F00 lets you fly!), then it is possible to balance long and short term gain against one another.

Single pool can't be fixed, as evidenced by multiple horribly failed attempts in this thread, all of which have glaring flaws proving they weren't actually considered long enough, only thrown as "but we can do SOMETHING, this must be an improvement".

I truly believe a balanced stat/skill system would help make Cataclysm better, and I truly think that it’s both possible and achievable. I’d like to work in consensus, with discussion, to explore how to achieve that. At absolute worst, anything I post while brainstorming is intended to be a seed for future discussion.

While I’m happy to abandon ideas that turn out unworkable or impractical, there is no benefit to dismissing ideas out of hand because they have flaws. Good design does not come from having one, perfect, idea, it comes from recognising issues and advantages and refining accordingly.

0: What are you trying to achieve with the system? What’s the goal?

1: What are the flaws and advantages of the current model in achieving that?
2: What are the flaws and advantages of the proposed model in achieving that?
3: Can anything be taken from the proposed model to improve the current model?
4: Are there any flaws of the proposed model that could be improved on to make it more worthwhile than the current model?

If this is impossible, let me know and I’ll just move on from the discussion onto better things, but I actually feel we’ve made a lot of progress and got some things that could be worked on out of this.

With that in mind, let’s review those horribly failed suggestions.

My suggestions:

A: Raise the value of skills and jobs + D: Increase the cost of stats.

A: Make skill or job point investment in different areas have permanent value.

The profession skill progression thing would kinda work for combat skills (would actually make them better than stats in many cases), but would completely fuck up crafting leveling. It also fucks up scenario balance - you'd want to pick the one that grants the most points, tank the early penalties, then quickly become godlike. Thus it wouldn't be restrictive just to players but also to designers (not that much more than single pool, but still).

Break it down:

“Completely fuck up crafting levelling”: How? If investing 10 points into a skill at character creation is a permanent 100% bonus to the amount of experience gained from each task, 10% per point, how and what would this fuck, can you expand on this?

“It also fucks up scenario balance”: Scenarios are not balanced anyway. Harder scenarios produce stronger characters regardless of pool type. As shown above, short term advantage with no long term advantage is simply superior to no short term advantage and no long term advantage. Scenarios are effectively Anti-Professions, things that quickly become irrelevant but greatly transform your very early game in exchange for points.

“Restrictive to players”: The only thing that is restrictive for players is a restriction. The player is not a computer logically required to make the most optimal choice, and again, optimal choices already exist.

“Restrictive to developers”: The only restriction relating to scenario balance is to make the cost equivalent to the penalty, which should have already been the case.

I’m happy to brainstorm improving scenarios (Permanent Scenario Features come to mind like a Bad Luck trait for VBD characters increasing the chance of terrible things happening for the rest of the game), but I think this would need to be considered along with professions on their own, certainly not as an inherent problem with making skill points and traits have long term impacts.

D: Increase stat cost and stat scaling.

So an advantage over single pool, but still much worse than current multi pool.

You’ve agreed that this would help improve the problem with no real downsides, so I’d disagree that this one was a horrible failure so much as a good foundation to work on.

As an aside: Are character creation costs for stats hardcoded, or are they in a JSON that could be tweaked and retweaked without having to recompile every time?

I’d say that this could even help multipool, if implemented, by making characters that put stat points into skills more viable (4/2/2 multipool where Stats cost 2 each means you could put 2 extra points into traits, or 2 extra points into skills, and be closer to 10/8/8/8 than currently). There’s no real downside and it decreases the cost of sub-optimal play.

If we’re to approach a solution to improve Single Pool further, however, we need to understand the extent of the problem. 1 Strength for a Wand of Fireballs is, to you, an insurmountable balance problem, but at the same time you’ve said that lower stats are perfectly viable.

Take your 8 in all skills, 12 in all stats (8+4) versus 16 (12+4), that’s a good metric. Of the advantages from higher stats, ignoring martial arts and mutations, what’s causing insurmountable balance issues and isn’t made irrelevant with late game Gear, Skills, or changes in circumstance? What makes it IMPOSSIBLE to fix the stat/skill system? (I did have them all typed out above, but maximum post length’d).

If you think this is the way to go, expand on it in http://smf.cataclysmdda.com/index.php?topic=13007.0 It may actually get in, if others agree.

Cool, I’ll try and post up tomorrow when I get the chance.

The stat pool could get a buff. With the trait and stat pools being split, the multi pool characters can't "traitscum", so even a 6 point allowance would probably be fine. This would allow great archers and other specialized characters, without compromising much.

Despite mentioning my concerns above that it would still need progress in other areas, this is at least a start to expanding potential archetypes. Having looked at all those things that stats can do I note that 13 is a point where interesting things start cropping up consistently - Playing dead to riot bots, conversation options, slipping out of hand cuffs and so on. If the game is to be balanced around multipool, perhaps these extras could be lowered down to the 9-12 range? If I spend half my total available points into a stat I’d consider that to be at specialised (aka twice the investment compared to generalised).

Also, Mongolian Horse Archer is totally viable, so long as you’re willing to ride a bicycle at least. It even uses Mongolian tactics.

Concerning mutations, I actually consider Alpha to have “sort of” the right idea. Prime mutation doesn’t get it perfect this way, and the bands definitely need reworking to make them right, but the idea of banding itself makes a lot of sense to me. If I have a Strong Human, and I turn them into a bear, I want a Strong Bear. If I have a weak human, I want them to be a Weak Bear.

So “Bear Strength” threshold mutation would increase the player’s strength by, say, three stages, and Slime Brain would increase intelligence by three stages while something like Elf-a could boost Perception, Intelligence and Dexterity by two stages each.

Without additive numbers the maximum could be controlled a lot better while you could much more easily control how high the end result got to ( for example 3 stages of Intelligence might increase 10-11 Intelligence to 16, 12-13 intelligence to 18, for example, with maximum multipool point investment of 14 giving a full 20).

Anyways, it’s deep into the a.ms, so I’ll cut off there.

I’d consider nomad mid-light because 10 on all body, but it still has important aspects of light armor (no acid resistance).

As for Dodge, like I said, you'd need to break it for everybody, or it's just mechanically superior. Again, difference in kind, not difference in scale. Either stop dodge working for everyone, or accept that it's the way that the game works. Your ability to mitigate damage is directly proportional to your ability to survive, survival is the only important metric.

Not break, just make it levelable for everyone and give it a more linear progression. That way stacking it at start won’t break anything.

You cannot die from having 0 in a crafting stat. Not being able to craft is annoying, not fatal. You die from damage and infection.

You can survive heavy damage with high first aid, you can’t dodge bullets from turrets you can EMP, early welder can give you a vehicle to do bike jousting on etc.
Zombie pheromones can turn a giant horde panic moment into a safe escape.

Attack skills mitigate damage by removing threats faster before they can deal as much damage to you. Dodge skill mitigates damage by avoiding incoming damage.

Tailoring mitigates damage by providing better armor (currently all autolearn, so it doesn’t help much, but that can be addressed separately), zombie pheromones mitigate damage by having zombies waste special attacks on each other and save lives by taking hordes off your back when you’re out of stamina etc.

[b]There is no reward for sacrificing early game survivability.[/b]

Plain false.
The reward is rare recipes you won’t quickly unlock otherwise.
Though zombie pheromones aren’t really sacrificing early game survivability - they enhance it better than a point in dodge.

While I'm happy to abandon ideas that turn out unworkable or impractical, there is no benefit to dismissing ideas out of hand because they have flaws. Good design does not come from having one, perfect, idea, it comes from recognising issues and advantages and refining accordingly.

It’s “dismissing ideas out of hand because they have flaws”. I provided a lot of arguments for the dismissal of majority of the ideas.

0: What are you trying to achieve with the system? What's the goal? 1: What are the flaws and advantages of the current model in achieving that? 2: What are the flaws and advantages of the proposed model in achieving that? 3: Can anything be taken from the proposed model to improve the current model? 4: Are there any flaws of the proposed model that could be improved on to make it more worthwhile than the current model?
  1. Manageable, balanceable system that either doesn’t assume a time scale or enforces it somehow. Freedom in character creation is a bonus, but can’t come at the price of turning entire sets of provided options (skills, professions with positive point cost, scenarios with no point bonus) inferior to a limited set of options (all stat starts) or at the price of tedium getting more optimal (skills shouldn’t become like tailoring and fabrication currently are).
  2. Flaws: multi pool has rather limited stat customization at the moment, due to low point allowance and noticeable penalties for dropping most stats below default. Advantages: it separates “indefinite term” and “short-to-mid term”, allowing balancing of both without constantly running into giant outliers that are a huge pain to manage.
  3. I assume the proposed system is “single pool with cost penalties for extreme stats, point cost multiplier for stats”. Advantages: leads to more rounded characters than regular single pool by limiting extreme values of strength and dexterity. Disadvantages: is still single pool with most of the disadvantages, actually worsens the dodge stacking trick with the point cost multiplier allowing a lot of skill points.
  4. A better point cost system for stats themselves. That is, allowing more small variance, penalizing extremes more. Could require totally rebalancing stat numbers to be viable, though. We don’t want to end up with a system where everyone is 11/11/8/10 or something like that.
  5. Providing a fixed time scale for balancing. This would be very limiting, though. Not likely to get through - even if I agreed to it (I’d be fine with some dungeon crawl-y themes), other devs probably wouldn’t.
A: Raise the value of skills and jobs + D: Increase the cost of stats.

Produces significant difference by endgame. After you raid 1-2 libraries.
VBD and Lab starts keep their giant advantage, meaning startscumming is a must.

Would cause problems if balancing timescale was changed. Though that one is minor, since we don’t have a set scale for balancing.

A: Make skill or job point investment in different areas have permanent value.

This alone is not an implementable idea, more like an idea for an idea.
We have three variants here:
Increase skill gain speed linearly. This one doesn’t work for crafting (mostly limited by books and tools), meaning those would not get any points.
Increase skill gain by only counting “gained” skill level for XP requirements. This one doesn’t do much for crafting, but could break combat skills (especially dodge) really hard, to the point where it would be better than dexterity, making dodge essentially a “5th stat”.
The one described in below (cap removal).

"Completely fuck up crafting levelling": How? If investing 10 points into a skill at character creation is a permanent 100% bonus to the amount of experience gained from each task, 10% per point, how and what would this fuck, can you expand on this?

Caps.
Crafting relies on caps, recipes and tools to keep it sanely limited.
And if it didn’t affect caps, the effect would be the opposite: crafting skills would be worthless as start points, just like in current single pool. When you decide to grind a skill, you gather ingredients, hole up and mass-craft a thing. Even if you only needed to craft for 25% of the time and components required otherwise, the difference would be minimal since most of the time is spent on collecting ingredients and recipes. And grinding recipes are those which can be repeated a lot, so it’s hard to limit components here - it would require removing (or just moving) recipes.

"It also fucks up scenario balance": Scenarios are not balanced anyway. Harder scenarios produce stronger characters regardless of pool type. As shown above, short term advantage with no long term advantage is simply superior to no short term advantage and no long term advantage. Scenarios are effectively Anti-Professions, things that quickly become irrelevant but greatly transform your very early game in exchange for points.

Lab start and VBD both take a while to “wear out”. Time for that depends on luck.
They aren’t perfectly balanced and the point bonuses should probably be half their current values (alternatively, low point scenarios should get more), but they aren’t free.
First day in default scenario is acquiring proper armor. VBD can’t afford that because of infected wound, you need to run, find shelter, wait for the night and then find a first aid kit. Lab start requires getting out of the lab, where you can’t grind combat skills well and crafting option are rather specialized.

"Restrictive to players": The only thing that is restrictive for players is a restriction. The player is not a computer logically required to make the most optimal choice, and again, optimal choices already exist.

More restrictions often result in more choices.
Notepad “gameplay” has less restrictions than DDA. Yet anyone “playing” notepad doesn’t have more choices than someone playing DDA. In fact, the notepad “player” has only 2 real choices: close notepad or keep wasting time on something less meaningful than videogames.

If you want less restrictions, go freeform.

And optimal choices should be varied. Multi pool has multiple optimal choices, single pool has one.

"Restrictive to developers": The only restriction relating to scenario balance is to make the cost equivalent to the penalty, which should have already been the case.

Unfortunately guaranteeing that is only possible in multi pool. For as long as the scenario provides a 1-2 day setback for a permanent advantage, the cost balance is broken.

I'm happy to brainstorm improving scenarios (Permanent Scenario Features come to mind like a Bad Luck trait for VBD characters increasing the chance of terrible things happening for the rest of the game), but I think this would need to be considered along with professions on their own, certainly not as an inherent problem with making skill points and traits have long term impacts.

Those would fit better in a separate thread. Fitting features like that in multi pool is possible with few tweaks, so no real barrier here.

As an aside: Are character creation costs for stats hardcoded, or are they in a JSON that could be tweaked and retweaked without having to recompile every time?

Hardcoded. It’s a better idea to read the code to check thresholds, do the math outside, then provide it as tables.

I'd say that this could even help multipool, if implemented, by making characters that put stat points into skills more viable (4/2/2 multipool where Stats cost 2 each means you could put 2 extra points into traits, or 2 extra points into skills, and be closer to 10/8/8/8 than currently). There's no real downside and it decreases the cost of sub-optimal play.

That would require changing the trait system heavily to work.
At the moment there are too many free point traits.

Traits technically could be balanced against stats, though many traits would have to go. Mutation system could be disregarded here if the balance could be ensured in some other way.
Alternatively, there could be “stat tier traits” like parkour expert and quick, and “trait tier traits” like less hunger, with the former sharing their pool with stats. This is because Quick is a permanent advantage, while hunger stops being a problem after a while.

If we're to approach a solution to improve Single Pool further, however, we need to understand the extent of the problem. 1 Strength for a Wand of Fireballs is, to you, an insurmountable balance problem, but at the same time you've said that lower stats are perfectly viable.

Apples to oranges.
Low stat character can “win”, but they always “lose” to high stat characters.
Currently the balance is forgiving and 4/4/4/4 with 12 points in bad traits is doable. The problem is that it gets tedious as fuck by the time evolved zeds appear.

Take your 8 in all skills, 12 in all stats (8+4) versus 16 (12+4), that's a good metric. Of the advantages from higher stats, [i]ignoring martial arts and mutations[/i], what's causing insurmountable balance issues and isn't made irrelevant with late game Gear, Skills, or changes in circumstance? What makes it IMPOSSIBLE to fix the stat/skill system? (I did have them all typed out above, but maximum post length'd).

Dodge bonus from dexterity protecting from hulks is just one thing, but it’s a real pain to balance around. Hard to get a good formula that doesn’t flatten weak characters, but still hits the strong ones.
Higher stats start mattering in ranged by the endgame, when skill penalties are low. 2 in dex and 2 in per will now affect dispersion noticeably and in a way that hurts the probability of getting good hits more than at low levels (sum of random numbers is weighted towards the expected value). It’s not just sniping, it’s (laser) pistol spam.
Martial arts are a big deal, so they can’t be just ignored here.

Then there’s the part where skill plateau is mostly similar. The time it takes a high-stat character to reach it may easily be lower than the one it takes a low-stat one, despite the low stat one starting with superior circumstances.

If the game is to be balanced around multipool, perhaps these extras could be lowered down to the 9-12 range? If I spend half my total available points into a stat I'd consider that to be at specialised (aka twice the investment compared to generalised).

Makes sense. Though many of those options are kinda just thrown there for flavor, not balanced at all, and the "re"balancing would be, in fact, their first balancing.

Concerning mutations, I actually consider Alpha to have "sort of" the right idea. Prime mutation doesn't get it perfect this way, and the bands definitely need reworking to make them right, but the idea of banding itself makes a lot of sense to me. If I have a Strong Human, and I turn them into a bear, I want a Strong Bear. If I have a weak human, I want them to be a Weak Bear.

You mean “bands” as in “thresholds”?
I don’t like thresholds because they limit the choice. Results in characters who will be aiming for alpha taking only enough stats to get the best option. This is a problem with stats having to be integers.
Similar to D&D’s even and odd stats, where you always want evens.

Having an effective upper cap on stats could help, but I’m not sure if it would.
One thing that would certainly be advantageous would be making the mutations guarantee some sane level of stat. “Strong” on a hungry skeleton character should end up at least mediocre, while same trait could even do nothing for a mountain of meat.

I’ve played to the very late game when there was only a single pool, and by aiming for stats points and no skills there was no utility for me to aim for mutations (except for science) since I had no need for more points (And the CBMs I installed didn’t do me a great favor either). Thus I think missed an interesting part of the game.

I look forward to start with different progression to allow me to follow different directions at the start (Not the same routine I followed involving fabricating and tailoring).

I’ll also have to test stat through skills someday, but I don’t know if the mod has been updated for the latter version (I don’t want to gain too much stats)

I went with 6 stat points but 0 trait points for now.[/quote]

So 6+0+2? That would be… single pool plus 2 skill points*. That’s a bit ironic, considering the rancor on this thread.

*Well, minus the ability to raise stats with bad traits, I suppose.

[quote=“survivornaginata, post:50, topic:12248”][quote=“khellen, post:47, topic:12248”]If you really want to make a better system of character creation that makes realistic sense removing the ability to pick skills at all and tying them 100% to profession choice while also capping stats based on profession choice would make more sense.
Not that I would support that system either.[/quote]
How is that realistic? i for example according to recepies i and many others would have coking at least 1 if not 2,mechanic at least 1/2 for basic maintance of car) beyond our primary proffesion…some my pals have gotten into figts and won so addtional to their prroffesion they know about melee and unarmed at least at lvl 1 one knows judo from childhood he probably 2/3 or so. Lot of people here know much about guns which isnt their proifeesion so they would have some pistol/rifle knowledge or having shot same markmansip along that.
People having skills corresponding to ingame skills at least on lower levels beyond their proffesion is realistic.[/quote]
Basic Car Maintenance in game mechanics can be preformed at 0 Mechanics Skill, Marksmanship? ‘knowing’ and actual skill is a big difference and if they’re going about actually going to firing ranges or hunting that would fall under ‘hobby’. I also just simply disagree that the average person knows enough about fighting to warrant calling it a ‘skill’

[quote=“Khellen, post:55, topic:12248”][/quote]
Basic Car Maintenance in game mechanics can be preformed at 0 Mechanics Skill, Marksmanship? ‘knowing’ and actual skill is a big difference and if they’re going about actually going to firing ranges or hunting that would fall under ‘hobby’. I also just simply disagree that the average person knows enough about fighting to warrant calling it a ‘skill’
[/quote]
hobbies are big part of life and they can yield skills which are presnt ingame.man who goes on camping often can know something about survival and first aid (for example to make splint which is lvl first aid),man who like cars about mechanics,footbal fan/hooligan about melee fighting,women who are interested in fashinon and clothing about sewing…one person can have several hobbies maybe not all in same point in life.

1.as for mechanics no it cant you cant change bad tire at lvl 0 but at lv 3,you cant even change seat on bike without lvl 2 skill.
2.i didnt said average person knows about fighting but some of persons do cause they actually fought people seriously do and some train martial arts in spare time.
3.shooting at shooting range and actually handling wespons is far more potent in reality than guy who never held wespon in his life.

1: Not break, just make it levelable for everyone and give it a more linear progression. That way stacking it at start won’t break anything.

Sorry if I was unclear, there are two issues, one you can fix is the part where dodge stacking creates a permanent, unreplicable advantage. I’m not talking just the “break the game” part, which can be fixed, but the advantage to being harder to kill “short term” over “having access to diamond weapon crafting recipes before you search a few labs”, so if you want to fix this, you’d need to give serious survival benefits to each early game craft skill (otherwise it is literally always better to go with Max Dodge) or kill dodge entirely and make it suck for everyone.

Sure, if you have a character that can craft an early welder, that’s good. A character built around dodge (and possibly violence) can walk through town to the local garage, or a Library for Mechanics 101 and the parts they need.

Early access to zombie pheromones would be a great idea, since its ingredients are common even early game. Maybe characters adding cooking at character creation could get that as a starting recipe? 5 points didn’t add it to my test character, so having a Dodge specialist walking into town and grabbing the recipe book was actually better for my early game survival than having a Cooking specialist walking into town looking for the same recipe book.

For EMP, is this lab start, or turrets in town? Robots are only early game enemies with lab runs for me, generally any town-based turret I find can be ignored until it runs out of ammo against a horde, while any “special” turret can be avoided or deactivated quite easily.

Tailoring mitigates damage with armour, sure, but it takes resources to make that armour that you don’t have at the start of the game, and any early game clothing recipes tend to be for the same armour you can find laying around town.

2: The reward is rare recipes you won’t quickly unlock otherwise.

Alright, sure. I’ll accept this IF the recipe is early game craftable (Electronics: Turn 100 batteries into a weak acid bomb that doubles as a noise making distraction with a piece of copper wire, some scrap metal, and a soldering iron). While they’re not perfect, recipes could help make it much less of a bad idea.
A temporary, mid-game, reward of getting a recipe that you can’t immediately use and that our early game character has an easier chance of finding? Early Game Advantage gives Mid Game gear advantage, so any mid-game reward like diamond recipes or mutagen would need to A: Offer the advantage far, far before the Early Game Advantage character could attain it (long before they could safely get to their first lab, for example), and B: Offer such a massive advantage as to exceed the Early Game Advantage guy and equalise with them very, very quickly so that they were even by the end game.

While I'm happy to abandon ideas that turn out unworkable or impractical, there is no benefit to dismissing ideas out of hand because they have flaws. Good design does not come from having one, perfect, idea, it comes from recognising issues and advantages and refining accordingly.

It’s “dismissing ideas out of hand because they have flaws”. I provided a lot of arguments for the dismissal of majority of the ideas.

0. Manageable, balanceable system that either doesn't assume a time scale or enforces it somehow. Freedom in character creation is a bonus, but can't come at the price of turning entire sets of provided options (skills, professions with positive point cost, scenarios with no point bonus) inferior to a limited set of options (all stat starts) or at the price of tedium getting more optimal (skills shouldn't become like tailoring and fabrication currently are). 1. Flaws: multi pool has rather limited stat customization at the moment, due to low point allowance and noticeable penalties for dropping most stats below default. Advantages: it separates "indefinite term" and "short-to-mid term", allowing balancing of both without constantly running into giant outliers that are a huge pain to manage. 2. I assume the proposed system is "single pool with cost penalties for extreme stats, point cost multiplier for stats". Advantages: leads to more rounded characters than regular single pool by limiting extreme values of strength and dexterity. Disadvantages: is still single pool with most of the disadvantages, actually worsens the dodge stacking trick with the point cost multiplier allowing a lot of skill points. 3. A better point cost system for stats themselves. That is, allowing more small variance, penalizing extremes more. Could require totally rebalancing stat numbers to be viable, though. We don't want to end up with a system where everyone is 11/11/8/10 or something like that. 4. Providing a fixed time scale for balancing. This would be very limiting, though. Not likely to get through - even if I agreed to it (I'd be fine with some dungeon crawl-y themes), other devs probably wouldn't.

These are great, and we can work with these, but these are the kinds of question a designer needs to ask over and over again.

0: A: Manageable, balanceable system with a player defined timescale for progression (aka: No time assumption), B: where all character creation options carry similar weight. C: As little tedium, and as much, flexibility as can be reasonably achieved.

1: Current System: Multipool. I’ll ignore flexibility, because that’s a secondary design goal right now it’s not a flaw with the current model, it’s a bonus we can work in later.

A: Narrowed Range makes this model easier to balance.
B: Narrowed Range means character creation options are more restrained, making options have similar weight due to proximity, if nothing else.
C: As this is our base model, we can assume this as our baseline for tedium. This is more of a general gameplay design philosophy, though.

Problems to approach, assuming some of the problems we’ve talked about are patched (like MegaDodge):

A: Only certain skills offer Early Game Advantage (EGA).
EGA provides MGA.
EGA is not balanced by Medium Game Advantage (MGA), and cannot be sacrificed. It is always better to have Early Game Advantage than Medium Game Advantage.
LGA (what stat points you receive) is not worth giving up for EGA, as maximum EGA can be achieved without doing so.

In some ways this is a very problematic balancing issue. An MGA can be balanced to work:

High EGA Low MGA Middle LGA - Warrior, starts strong, has a few issues mid-game, then unlocks high level sword skills that help them catch up.
Low EGA Middle MGA High LGA - Wizard, starts weak, gets stronger as game progresses.
Middle EGA High MGA Low LGA - Thief, starts okay, backstabs get strong mid-game, everything is immune to backstab at end game.

But this assumes a strictly defined game cycle. With player defined progression we have only two metrics:
How easily can they survive?
How easily can they progress to the next stage?

High EGA characters can survive very easily, and progress to the next stage very easily.
Part of MGA is gear advantage: Because they progress very easily in the early game, they can find explore more easily, and therefore find better gear.
Part of MGA is skill advantage: Because they have better gear more easily, that includes books to improve their skills. The same books that include the skills they want to progress also include the recipes.
That MGA advantage helps them progress more easily to Late Game locations to find the books and resources there as well.

As so their advantage potentially self-perpetuating.

This is a balance problem that is hard to cure entirely, but can be alleviated a little by increasing EGA to crafting skills, or by giving Late Game Advantage that effectively cannot be feasibly replicated.

B: Character creation options still exist due to the underlying system. Giving up stat points for skill points is a disadvantage from the old system that will worsen as we try to expand flexibility. This problem can be addressed the same way we’re trying to address Single Pool - change the weight of options. 12/0/2 Multipool with Stats Cost 2, 8->12 costs 9 (2+2+2+3 same as 0->3 in a skill costs 5) is effectively the same as 6/0/2 with tighter, but still flexible, banding.

3a: On: Skill improvements: Produce significant difference by endgame. After you raid 1-2 libraries.

I’ll talk about this more in the other thread, since it’s tied in with changes to the skill system, but if we view level 8 skills as a cap, levelling speed provides a bonus throughout the game until reaching that cap. If investment gives a small-scale bonus that allows progress above the cap (assuming skills above cap did not grant additional recipes), this is inherently balanced as an opportunity cost. You pick where your player gains long term advantage.

3b: VBD and Lab starts keep their giant advantage, meaning startscumming is a must.

Serious proposal that we move “Professions and Scenarios” out of design consideration for the time being. I agree they’re not “free”, but I believe they both need serious attention to balance their Very Early balance with much more reasonable point costs.
Infected: 4 point bonus.
Spawn in: Military Surplus which spawns first aid kits. Every character should be infected as a no brainer unless you’re roleplaying and/or self-handicapping, because it’s clearly superior to Evacuee. Even Very Bad Day, there’s a longer term problem with Tweaker than there is the scenario itself.
For Laboratory starts it’s hard to even call them a huge disadvantage. The odd character will have trouble with stairs spawning badly, but the majority of labs can be escaped to produce much stronger characters on average, and a very good chance of starting their life on the surface with a machete and riot helmet at least.

A: Make skill or job point investment in different areas have permanent value.

4: This alone is not an implementable idea, more like an idea for an idea.

Yeah, this is essentially our “design category”. Skill points giving an Exp or success rate bonus, for example. We’re looking for controlled, long term, balanceable, advantages, like crafting bonuses I mention in the other thread.

5: We have three variants here:
5a: Increase skill gain speed linearly. This one doesn’t work for crafting (mostly limited by books and tools), meaning those would not get any points.

True, Experience is not the only constraint for crafting. It would help, but something more would be necessary. 1% increased chance of success per skill point invested? Combat skills don’t really craft, so could this help bridge the divide?

5b: Increase skill gain by only counting “gained” skill level for XP requirements. This one doesn’t do much for crafting, but could break combat skills (especially dodge) really hard, to the point where it would be better than dexterity, making dodge essentially a “5th stat”.

Fortunately Dodge would still be controlled by defining which enemies can grant XP in the first place (I generally max out at around 6 dodge), so thankfully that one wouldn’t be a huge issue. I do take your point on combat skills though, since they have no such restriction. All combat skills would need the same “this task is too simple to raise your exp” restriction if this were to be implemented. That’s not necessarily a bad thing to have to stop people grinding themselves into Chuck Norris on reviving hordes of school children (not that I would ever make this my go to strategy, cough).

5c: Crafting relies on caps, recipes and tools to keep it sanely limited.

I’ve moved fixing this over to the other thread, where it helps increase skill success chance. If this was combined with removed recipe restrictions then points in crafting skills could give a chance for gear advantage that couldn’t be easily replicated with just finding skill books.

"Restrictive to players": The only thing that is restrictive for players is a restriction. The player is not a computer logically required to make the most optimal choice, and again, optimal choices already exist.

6: More restrictions often result in more choices.

While true, I would also note that even Stats Only Or Suck has several “optimal” spreads of stats, from maximised generalist stats (15/15/15/8), specialisation in multiple stats, to hyper specialisation in specific stat (the 20 Strength hulk with Tough). The better that skills become as worthwhile starting picks, and the better the price for stats matches their value, the more the balance of character creation in either pool will diversify as the best inherent restriction we can hope for is “if I pick this awesome thing, I cannot pick this other awesome thing”.

7: That would require changing the trait system heavily to work.
At the moment there are too many free point traits.

Agreed. I’d pick Far and Near-sighted anyway (being blind as a bat, I expect my characters to suffer as well), but for 4 points for something that has come up as a problem once or twice, ever, it may as well be free. If you didn’t start with glasses, of course, completely different story).

It seems to me that there’s a lot of interconnected minor balance problems in character creation once you start picking at threads that probably need attention at some point regardless,

7b: Traits technically could be balanced against stats, though many traits would have to go. Mutation system could be disregarded here if the balance could be ensured in some other way.
Alternatively, there could be “stat tier traits” like parkour expert and quick, and “trait tier traits” like less hunger, with the former sharing their pool with stats. This is because Quick is a permanent advantage, while hunger stops being a problem after a while.

In one way, traits are inherently balanceable since the number of traits you can have is capped at 12, regardless of how many points you have available, so it becomes as much a quality of life choice as anything else.

Assuming we can fix the problem of free “disadvantages”, and we’re still talking about multipool, then the 12 stat points we’re talking about could be 6 into stats, 12 points of traits with no bad traits, or up to a maximum 26 points for skills, profession and scenario (2 + stats + an assumed 12 bad traits and no good), or anywhere in between.

If 1 point of strength can buy you the “Martial Artist” profession and exchange half a point of maybe damage for a less gear dependent, safer early game, that actually sounds to me like “Meaningful Choices”, and a pretty good balance for fun, varied play. It gets somewhere close to what single pool should be doing in terms of freedom vs. balance. I’ll try a character out with those point restrictions in mind and see how it feels.

8: Dodge bonus from dexterity protecting from hulks is just one thing, but it’s a real pain to balance around. Hard to get a good formula that doesn’t flatten weak characters, but still hits the strong ones. 2 in dex and 2 in per will now affect dispersion noticeably and in a way that hurts the probability of getting good hits more than at low levels (sum of random numbers is weighted towards the expected value). It’s not just sniping, it’s (laser) pistol spam.

True enough. I assume that if you’re happy for multipool balance to allow up to 6 stat points (14 in one skill) then can we balance any variation within 6 points from one stat to another? Or were you planning to tweak stat formulas behind the scenes to deal this this already?

Also, I thought that ranged penalty stopped at 12? If we’re assuming 8+4, wouldn’t that be the same as 12+4 in terms of ranged combat?

8b: Martial arts are a big deal, so they can’t be just ignored here.

It’s because martial arts is a big deal that I asked. If the problem is just martial arts then it would be simpler, overall, to put diminishing returns into martial arts formulae.

8c: Then there’s the part where skill plateau is mostly similar. The time it takes a high-stat character to reach it may easily be lower than the one it takes a low-stat one, despite the low stat one starting with superior circumstances.

Yeah, this falls into the “no time constraints” consideration, I suppose. Part of the issue is that skill and playstyle do play an important part in defining what’s worthwhile. I do stand by my newbie self’s decision to invest in a martial arts trait, they helped me survive encounters I’ve now learned to bypass and let me progress further as a result.

9: You mean “bands” as in “thresholds”? I don’t like thresholds because they limit the choice. Results in characters who will be aiming for alpha taking only enough stats to get the best option.

Your terminology is a little confusing, considering the context of “threshold” here. I don’t think we’re talking the same thing, based on what you’re saying, but just in case:

Prime Increases 4-7 strength up to 8, 8-14 strength up to 15, 15-17 strength to 18, and so on.

I’d call this a band. It homogenises strength from within a defined range (band) to a preset result.

This could potentially be used as a balancing factor in itself. If the “best” choice for mutation was to invest one stat up to 13 (-> 16) while all the best bonuses are at 12 or 14, you now have a reason for people to pick 13, when otherwise they’d stick at 12 or 14.

Likewise, if the next breakpoint was 11, you could sacrifice the overall power of specialisation in favour of having enough stat points necessary to get two stats up tp 11. They can either get the long term bonus of having 12 or 14 in stats and waste some future mutant potential once they reach that point, or they can make do with 11 until they can find the mutagen after surviving a year without it.

This, I feel, works better than just “Add 7”, since it gives a developer a lot of power to make each mutation strain feel like its own beast, so to speak, while smoothing over any imbalance with diminishing returns and carefully defined maximum stats:

Bears are super strong. They should have a big increase! 4 → 8, 7 → 12, 11 → 14, 13 → 18.
Cattle are even stronger! But they’re also more balanced critters. 4 → 10, 7 → 11, 11 → 14, 13 → 16.

The weakest cow is stronger than the weakest bear, but the strongest bear is stronger than the strongest bull.

There’s not even the need to have the same breakpoints. If cows had breakpoints at 5, 8, 10 and 12 then that would be another layer of variety within the system, and make each of the mutations feel distinct, while also still being balanceable against one another and making sure there’s no “best mutation” for every character, and while you could build a character around becoming the best “bear” he could be, he’s not the best Chimera, and he’d make a terrible plant.

[quote=“multimark, post:53, topic:12248”]I’ve played to the very late game when there was only a single pool, and by aiming for stats points and no skills there was no utility for me to aim for mutations (except for science) since I had no need for more points (And the CBMs I installed didn’t do me a great favor either). Thus I think missed an interesting part of the game.

I look forward to start with different progression to allow me to follow different directions at the start (Not the same routine I followed involving fabricating and tailoring).

I’ll also have to test stat through skills someday, but I don’t know if the mod has been updated for the latter version (I don’t want to gain too much stats)[/quote]

I played with STS when I was still learning the game and It’s actually not horrifically gamebreaking as long as you stay on multi pool. I think it caps at +4 to a stat now instead of like +10.

It doesn’t need to suck. Just not be amazing. The math behind dodge is very “thresholdy” and heavily weighted towards the center, meaning that each point of dodge gives you a noticeable advantage.
Hit roll is (melee skill)d10 - (dodge)d10 > 0. This means that 1 point advantage in skill (dodge or melee) increases your chance of succeeding (hitting or dodging) by roughly 35%, 32%, 27%, 25% for the first 4 levels of dodge (except 0). I brute forced those, they may not be too accurate, but still. At lvl 10 you have a 20% advantage over level 9 opponent. That is, you have a 70% chance of dodging an accuracy 9 attacker or hitting a 9 dodge defender. That’s just 1 point difference - it gets much worse at higher differences.
Compare with D&D, where 4 point advantage - which is considered huge - gives just a 20% advantage.

Maybe characters adding cooking at character creation could get that as a starting recipe? 5 points didn't add it to my test character

The problem here is the display. You need 3 cooking and 1 survival.
A good way to find it is setting all skills to 10 in character creation and then checking the recipes. When a multi-skill recipe becomes available due to ALL of the skills having high enough levels, it is listed at its main skill. So if you have 3 cooking and 1 survival, below the list of cooking recipes you will have “[Survival] Zombie Pheromones(3)” (or (1), not sure).

For EMP, is this lab start, or turrets in town?

Lab start. “Wild” turrets are generally better left as makeshift anti-zombie defense. Though if you’re lucky with the EMP, it can deactivate it instead, letting you dismantle it for a SMG. Or just keep it as a light source.

Tailoring mitigates damage with armour, sure, but it takes resources to make that armour that you don't have at the start of the game, and any early game clothing recipes tend to be for the same armour you can find laying around town.

Tailoring needs more booklocked recipes. It is currently one of the few skills that you don’t need books for, except to skip the grind.

Early Game Advantage gives Mid Game gear advantage, so any mid-game reward like diamond recipes or mutagen would need to A: Offer the advantage far, far before the Early Game Advantage character could attain it (long before they could safely get to their first lab, for example), and B: Offer such a massive advantage as to exceed the Early Game Advantage guy and equalise with them very, very quickly so that they were even by the end game.

If fabrication could be unfucked, this would fit here. Fabrication has some great weapon recipes, they’re just made inaccessible by the fact that they all require a full forge set because someone didn’t think the restrictions through.
Electronics 5 can give you electronic jackhammer and 4 atomic lamp and coffee maker. Those are pretty rare, but their effects can be giant.

Diamond recipes and mutagen aren’t good rewards since they’re high level. And diamond recipes actually require diving to the bottom of the lab anyway.

EGA is not balanced by Medium Game Advantage (MGA), and cannot be sacrificed. It is always better to have Early Game Advantage than Medium Game Advantage.

I disagree here. While currently most mid-game options suck, this is mostly because of the assumption that books are easy to get.
Getting booklocked out of useful skills can happen and does suck.
Early game advantage currently means “stacking dodge”. If you replaced it with stacking melee and weapon skills, it would no longer be the case. It’s dodge that is broken because of the math behind it and the way leveling it works.
Without enough books to grind skills, MGA character will be installing CBMs and constructing a vehicle by the time the EGA one would still be clearing the way to garage/library.

1% increased chance of success per skill point invested?

In vast majority of cases, a higher chance of success is nearly negligible. If you can craft it, you can craft it.

I would also note that even Stats Only Or Suck has several "optimal" spreads of stats, from maximised generalist stats (15/15/15/8), specialisation in multiple stats, to hyper specialisation in specific stat (the 20 Strength hulk with Tough)

Not really.
Intelligence is a bad idea in long term. Its advantages are all in midgame phase (and sometimes early game).
Dexterity should be high because it grants dodge - uncapped version of it. The only reason not to take it is that you want to encase self in armor too heavy to dodge in.
Strength and perception depend on which endgame melee method do you intend to use - unarmed or niten. Stacked strength will make unarmed splatter things fast, perception will make niten cut down hulks in 2-3 strikes. Niten is the “more endgame” option, while unarmed is already usable by midgame.

So basically, it depends whether you plan to burn out by late midgame (when the game starts losing its goal) or get godly.

It seems to me that there's a lot of interconnected minor balance problems in character creation once you start picking at threads that probably need attention at some point regardless

This is one of the reasons I like multi pool - it cuts many of the connections and isolates the most problematic sections.

Bad trait balance is hard to address because it’s a mixed bag of early vs late, depends on gear etc. They would get more sane if the glasses had significant eye encumbrance, mutated eyes were more common etc.
Then there are food traits, which depend on tons of items at once.
Then traits that are just the result of someone going all “this will be cool” and adding something without second (or even the first) thought. Trigger-happy and bad/good liar.
Properly unfucking it would require so much work that I’m not even going to get to it unless someone else shows willingness to do a large part of it.

I assume that if you're happy for multipool balance to allow up to 6 stat points (14 in one skill) then can we balance any variation within 6 points from one stat to another?

I’m not sure if this will work or if it will result in significant balance improvements, but it looks like a safe way to allow more varied characters.

6 points is enough for 1 specialized stat (14); 1 good (12) and 1 OK (10); 3 OK stats and similar combos. That is, without dump stats.
Since most characters will want both strength and dexterity and can’t “max” (14, above that the cost is increased) both, this means balancing those two depending on weapon choice.
It also isn’t enough for martial arts to get crazy, but is enough to tell them apart.

If we're assuming 8+4, wouldn't that be the same as 12+4 in terms of ranged combat?

I’m not sure what do you mean by 8+4. 8 base stat +4 from CBMs and muts?
From what I recall, I said something like “+2 to 1 or 2 stats”, not “+4 to all stats”.

Prime Increases 4-7 strength up to 8, 8-14 strength up to 15, 15-17 strength to 18, and so on.

I’d call this a band. It homogenises strength from within a defined range (band) to a preset result.

I don’t like those. I’d rather have it work like 4-7 gets +3, 8-14 gets +2, 15+ gets +1.
Otherwise it gets very artificial, spoiler-intensive, punishing for “natural” characters.
Prime stat mutations are a horrible design. They would be OK if they were a guaranteed thing, but they’re post-endgame thing.
It also has the disadvantage of tailoring characters to mutation branches. Even if we ignore the realism issue (dude born with perfect stats to be an alpha mutant), we’re still left with rewarding spoilers, which is already a flaw in mutation system, with having to implement going back from banded mutation (restoring stats to old levels), artificial limits that just feel weird and limiting character choices to intersection of “good stats” and “stats good for mutating” (this could actually result in more choices, but would be a bitch to keep that way).

[quote=“survivornaginata, post:56, topic:12248”]hobbies are big part of life and they can yield skills which are presnt ingame.man who goes on camping often can know something about survival and first aid (for example to make splint which is lvl first aid),man who like cars about mechanics,footbal fan/hooligan about melee fighting,women who are interested in fashinon and clothing about sewing…one person can have several hobbies maybe not all in same point in life.

1.as for mechanics no it cant you cant change bad tire at lvl 0 but at lv 3,you cant even change seat on bike without lvl 2 skill.
2.i didnt said average person knows about fighting but some of persons do cause they actually fought people seriously do and some train martial arts in spare time.
3.shooting at shooting range and actually handling wespons is far more potent in reality than guy who never held wespon in his life.[/quote]

  1. Removing a wheel in game mechanics also removes the Axle, Engine Oil and Water are not a thing in the game which basically constitutes an ‘average’ persons car maintenance skill. But I was mistaken anyways, I thought you could use welders to repair just about anything at 0 skill provided it wasn’t totally trashed.
  2. The sorts of people that do are professions in the both systems currently present.
  3. I agree that’s why I pointed that someone who made recreational shooting might start with 1-2 points, however keep in mind most recreational shooting isn’t against moving hostile targets. Again the sorts of people that have experience relevant here are a Profession.

Hobbies are indeed a big part of life, which was why I stipulated 2-4 points in non-profession skills in the ‘realism’ starting build was fairly reasonable.
I really wouldn’t mind Multipool if it didn’t make in game choices no-brainers instead of the character creation choices.