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(1 edit)

A point buy system, were it costs more points the higher an attribute is increased, isn't really an option unless someone makes me a custom script (either commission or out of generosity). It would be really nice to have though.

I can increase the number of initial attribute points, but then it would only cost 1 attribute point to raise an attribute.

For instance, if I made the starting attribute points to spend be 8, that means the player can make a single stat 18 if they ignore all the others and leave them at 10. I haven't tested it, so I'm not sure if that will wreck the balance or not.

(1 edit)

what about this... make all starting attributes 8 and give the player an explanation and a some points (14-16 or even 18) to distribute like they want and reserve de attribute increases to feats instead of 1 per lvl thus making your initial stat selection more important

(2 edits)

I've tested this out, and without point buy, it's overpowered. I'll probably tinker with it more, but I'll just keep the previous attribute amounts for now.

Even if I capped stats at 20 and made it so the player starts with 12 points to spend, this means you can have +5 attack bonus and +5 AC at level 1, 40+ health at level 1, etc with a starting attribute of 8.

understandable

Guess what? I'm in the process of getting a point buy system made! This screenshot is only a preliminary version and more will be added to the final version.


man... that's awesome!!!!!