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Distributing attributes for quests and mercs

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Joined: 05/21/2016

Hi my name is Randy, i just recently joined BGDF recently and was wondering if you guys happen to know of any graphs or methods to distribute attributes for different components in the game.

So just a quick rundown of my game,Players are nobles who racing to complete quests (victory points) to secure their right to become king. To complete quests, players need to hire specialized workers (mercenaries, alchemists, organizers, etc...) to fulfill the various requirements listed on the quest.

The game is a worker placement game similar to Lord of Waterdeep, however core difference is that instead of players managing wooden cubes to represent a certain worker types, players instead use unique worker cards that lists their faction, cooperation cost, skills.

Example of this would be, instead 5 black cubes equaling 5 rogues, we will have two cards( just a random number, just wanted to illustrate that their could be multiple cards used to complete a quest)

Card One,
Name: Fidgit, The drug dealer
Faction: Merchant
Cooperation: 3
Diplomacy 2
Science 3

and Card Two,
Roddrick, The Light blade
Faction: Justice
Cooperation: 4
Might 4

Players then would apply their unit to a quest which would have its own faction, upkeep cost, and completion cost. Example being,

Dragon Attack In Merchant District
Faction: Justice
Upkeep cost: 4 Might, failure would increase cooperation cost on all merchant cards.
Completion Cost: 10 might 4 sneak

Thus the players is able to negate the upkeep cost of the Dragon card each turn, however requires more worker cards with the might and sneak attribute to end the quest.

Game Setup
Place 5 random quest cards on the board face up
place 10 worker cards face up
Give each player 2 starting workers and 5 gold

Turns would proceed as in the following,

Directing phase: Players distribute units they control into four squads then one by one players would distribute their squads across the many different quests. Units not applied to a squad are in standby and can be used to pay upkeep costs

Paying phase: Players using the gold provided each turn, players would distribute gold across the many workers, one gold at a time switching over to next player, till they run out of gold or decide to not spend anymore. Example of this is,

Player 1: Put one gold on Roddrick
Player 2: Put one gold on Fidgit
Player 3: Put one gold on Tinder
Player 4: Put one gold on Roddrick
Player 1: Put one gold on Roddrick
Player 2: Put one gold on Tinder
Player 3: Put one gold on Tinder
Player 4: Put one gold on Fidgit

Rolling phase: Players roll D6 and then add it to gold given to the worker to see if the worker they paid for goes through cooperation check. If the cooperation succeeds then that player take control of the unit. If two players succeed then they need to roll against each other to determine who takes control. Workers that already in ownership of a player can then proceed to do quests that they were directed to do in the direction phase. If Worker was just recently taken control of, then they are on standby and can be used to pay upkeep.
After rolling for cooperation, players need to roll D6 against Quest upkeep effects and hope they can survive through it.
After that, they roll D6 for Quest completion and hope they can end the quest and gain victory points.

So yea that is the run down of how turns are going to be over the course of the game, hopefully made sense. Anyway getting back to my original question: How does one distribute attributes for my workers and quest cards in a fair and varied manner? Like is there a graph that i can use to distribute the attributes across the many components or is it something that is done via play testing a lot.

Example would be like Splendor, how do they determine the cost of cards and what they should provide.

By the way working with 8 different attributes with 4 factions for now.
Thank you for reading my long post
PS: i know i am asking about number distribution however if their is any other aspects you want to talk about please tell me about it.

Joined: 06/06/2016
Even distributions

Basically, you need to assign values to the skills (attributes) to determine the Cooperation Cost, with higher skill value characters costing more, correct?

The value of each skill will be determined by how useful it is is solving quests. Whether the skill values increase arithmetically or logarithmically will be determined by gameplay, i.e. how difficult it is to devote that much skill power to a single quest at once.
(I think I used those math terms right... basically saying whether a guy with Might:6 is worth equal to or is worth more than 2 guys each with Might:3)

Moving on...
The easiest, though most cumbersome and least varied, way to solve this math problem is to make each quest roughly even. To even out the Dragon Attack quest that requires Might:10/Sneak:4, you'd want to create a whole series of 10/4 quests with each skill featuring once each in the major and minor slots.
This will give each of the 8 skills equal value in the game, meaning you would only have to create one skill value matrix.
Note each quest would also have to have roughly equal completion values as well, taking into account victory points gained and relief from quest maintenance or other negative effects.

From there, its a matter of comparing the total skill value of a character to a Cooperation Matrix (rather analogous to an experience/level chart for an old-school rpg).
You will likely also need to make sure that each skill is evenly represented among the character set, or a skill's value will increase due to rarity.

If the quests are unbalanced, by having uneven skill requirements or uneven completion values, this will complicate the math problem. Once the quests are uneven, so are the skills, meaning each skill will require a separate skill value matrix.

There's nothing wrong with having uneven quests and skill values; it would actually probably be more interesting. However, it will require more math work and playtesting to be sure no quest or character is overpowered.

For my part, I just had to do similar for the quests in the game I'm developing. I started by determining every possible combination of 4 factors a quest could call for, then cut out certain combination classes until I got the number of quests down to a manageable number.

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