Looking for Opinions on Combat Redundancy

Part of the issue here is a lack of understanding mechanics and the (in)ability to execute a mechanical structure when writing/developing a game.

CoG terms it a four-point trap. Here is a concise definition of a four-point trap:

There is also what CoG calla the Trouble:

Where GoG’s model breaks down in understanding is that many authors/developers think to counter these issues that stats need to be immediately balanced out at the time they are utilized. What one hand gives, the other must take away right away or you get caught in the Trouble or the four-point trap.

Another way of looking at this is that the mechanical structure of your game is more like plumbing it has faucets, that add to stats, sinks that pool stats together, often for checks, and drains to subtract those stats.

Here I’m going to quote myself:

Here is where the answer to @Scribblesome’s question comes into place:

and my words once more:

If you always balance out (or zero out) stat increases/decreases then you invariably end up with the player ending up with stats in the middle. By varying your results and thus mixing your options up, even if they seem the same, you’ll allow people to play a specialized game or play a generalized game - however, they wish.

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