Post by rulebreaker on Sept 23, 2021 17:09:37 GMT
(Somebody made a thread earlier which I believe was deleted due to revealing secret sauce point calculator information, which ate my reply mid-composition. So I will share my thoughts here instead.)
I believe that 2+ is priced that way in the points formula to
encourage players to instead look to weapons and abilities for
strengthening units. I'm not sure if it's the right or wrong design
choice but I do know that when you want to guide players to a particular
range of choices, you put it on a curve.
example, say we author a new game (not One Page Rules) where we want players to choose their own
Attack stat but to not necessarily restrict them to upper or
limits. We want them to gravitate towards selecting 7 so we'll implement
an exponential cost curve (y=2^(x-6)+4) which silently guides
them to select in that range.
below graph, the Attack stat cost is non-optimally priced below stat
~5 and starts becoming prohibitively expensive beyond stat ~8. The curve
was designed to place stat 7 in the "goldilocks zone".
who really want incredibly inexpensive or incredibly powerful attack
stats can still spend disproportionate amounts to get them while truly game breaking values are entirely out of reach.