Wow lots. Im going to type some thoughts as i read, else they will be forgotten.
First thought: any change to the XP system is going to meet some harsh criticism. The current system is less like true XP and more of a rewards program for loyal customers...with a built in bonus for those who make an effort (with skill and/or money) to play a harder level.
Not to be discouraging, because i am very interested in where this goes, but i think this needs to be separate from the current XP. In fact, i think the current system should shift to being called 'player rewards' rathen than XP. And your new system can be called 'player XP'. The big question to me is whether everyone starts from 0, or if you port in the current player rewards points as a starting point to show who at least has the longest running experience in TD.
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Im not sure what you mean about considering the character card when measuring points. Are you suggesting that some classes would 'cost' more points than others? Ie wizard and rogue are only 5 points, the fighters are 6, but ranger and druid are 7. Or is it just your mention of 4th vs 5th level?
In either case, i dont think this should be considered in a point system. We should work towards all classes having value (during card design every few years) and not rely on a handicap system after design. As for 4th vs 5th level; that bonus is granted by tokens, so just point the tokens appropriately and all is good.
Note: please dont assign overly high point costs to +1 level. It should cost something because it is a power boost, but i would hate to see players discouraged from using 5th level characters since they can add a lot of interesting things.
As for making general rules and there being exceptions to those, such as a player figuring out that using poison prevention while equipping the gauntlets of midgard serpent is undercosted for its net effect...well, good. Isnt that the kind of thing that a point system is measuring? A players ability to equip themselves effectively. If something is found to be too good for its cost, then you increase the point cost of some component.
Oh, on a similar line of thinking; set bonuses might need a point cost assigned to them, else some set pieces would have to be too many points to be any good outside the set.
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Knowledge: i dont think the point system should assume any detailed knowledge of the specific dungeons. Partly because you have to change point values for every single dungeon. To me, this again gets into rewarding players for equipping well. Although, this one stretches a bit into rewarding multiple runs/scouting, but im not convinced that is bad. Though, a system like this may cause us to be more critical during token design; for example rare weapons that have +3 damage in current year dungeons might be too good as the cost independent of dungeon will be well below UR, making it an easy choice over UR weapons for that year.
As to the value of situational bonuses, it should have a small cost, but nowhere close to 'always on'. Off the top of my head, i would estimate somewhere between 1/5th to 1/4th the additional points.
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Point calculations...uh, wow. I, uh...hmmm...ok, i dont like it, but i am trying to sort out if it is the method i dont like or some of you base numbers/assumptions. But as i think on it a bit, im not sure that matters. More importantly, i dont think a calculation can be the final answer on all tokens. Whatever calculation is used (within reason, which yours are) can be fine as a starting point. So long as it is only the starting values for discussion, and adjustments are made to tune everything, i am good.
For example, if the numbers say that the rare +2 save cloak is equal to cloak of shadowskin, we definitely dont want to be locked in to that; there are numbers that need tweaking.
Calculating points for stat bonuses? These should be 0 base, plus whatever bonus is gained due to stat increase. Also, dont round up; meaning you should not treat +1 con as a 4hp and +1 fort increase, instead it shpuld be that value divided by 2. This method will more accurately capture stacking multiple odd bonuses. Think of it this way; four +1 items should be half the points of four +2 items.
Points based on rarity instead of quality of the effect is nonsensical to me. For one thing, you have the same ability awarded at different rarities, sometimes because that ability is only part of the total effect. For example, boots of free action vs boots of marauder - the free movement ability on the marauder boots is costing more points than the rare boots due only to rarity. It is the same ability in the same slot, the difference is points should be because marauder also has another ability.
So, +1 max hp is definitely worth more than 1 pt healing, but not 7 times more. If i had to follow that point system, i would try to keep my hp as low as possible without risking getting killed in a single round of combat, then bring a bunch of healing.
This also brings up a concern i have for consumables in general. Are the points added when you use them, or just to take them with you? Because if it costs points just to have them, that starts to seem like encumberance rules (which typically suck). But not adding the points unless used means the point total for builds is variable until the dungeon is over. I dont have a suggestion off the top of my head, but i will think on it.
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Ok, that is what i have for today after reading only the original post...but now for new tokens, necro this thread in a month