# Help with balancing stats

Alright, so I need some help balancing my stats, because they’re kind of a mess right now. My game has no skills, only personality traits, and this is the stat screen if you play as a certain type of character at the end of Chapter One:

This is… way too high, right? For the end of the first chapter? I mean, Genuine’s already at 67%!

How do I balance this out? I’ve researched a little, and I’ve heard of the Fairmath method, but I wasn’t able to understand quite what it means, or how to use it. I’m also godawful at math, so I hope I’m able to do this properly while calculating as little as possible.

I’m also scared of reaching 100% before the end of the second chapter. Is there any way to prevent this?

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Try 5% since I’m guessing chapter 1 has a lot of choices per scene

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Instead of *set whatever +10 , *set whatever %+10.

Just add that %. That’s fairmath. I recommend using fairmath 99 times out of 100.

%+5 is a teeny little bump, %+10 is a small bump, %+15 is a moderate one, and %+20 is a bigish bump.

Now you can never hit 0 or 100 (and it will be harder to increase values as they get bigger and harder to decrease values as they get smaller).

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If you want to be more serious with stats, you have to keep in mind these:

• What is the highest number one can achieve on a chapter?
• What is the benefit (or disadvantage) of achieving such number?
• How would you like for a stat to changes? Steadily or fluctuative?

But perhaps the most important

• Are your stats even matter?

I’d recommend desmos.com/calculator to visualize your stat change through a graph.

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And in regards of fairmath

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Thank you all! This has been very helpful, and much less complicated than I thought.

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Also, stat increases are 100% up to your taste. Personally, I feel that fairmath never increases my stats high enough, so I stick to regular increments most of the time. For Voltaic, my only stats are the MC’s approach and their relationships, and since I have a lot of choices I use small whole numbers to increase/decrease relationships (+1, -2, etc.). I also don’t hate having numbers go below zero or above 100, so by the middle of Ch. 1 it’s possible for one of the characters to get to -2 by the time they leave.

I’ve played a lot of games where stat increases are static numbers that only change based on their importance, and sometimes you stop getting them by a certain point. One game I played did 10% increases every time you trained a stat, but there were only a few opportunities to do so, so it was hard to even get to 50%.

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