Here begins a first principles discussion of object balance, in which I will try to motivate and define a system for object balance. If this sort of thing bores you, then dont read, but dont complain later when your objects get hacked or complain because the system is too hard for you to understand. Here is your opportunity to make it simple. This is necessarily a long file- it is not a simple topic. I have tried to include the reasoning behind point assignments. Object balance means an objective system whereby any builder or area reviewer can determine if an object is too powerful for its level. It is important to have an objective system to minimize the area implementation time and resolve disputes. It is better for the builder to submit the appropriate thing the first time then to go through rounds of disputes over an area. Object balance is important in and of itself because without it, newer areas tend to up their objects power more than older areas, starting a spiral which quickly turns the mud into a cakewalk. In the summer of 1994, Silence and I came up with a bare bones object balance system. The main critique of it was people didnt understand it. The system we proposed was based on a hero games power point system. First of all, the system said that you could build an object on a number of points proportional to the mobs level. That number of points could be modified up or down for considerations like sanctuary, dragon breath on the mob, the mob using spells, or the mob being in an hard area (like the hive where there are multiple aggressive wandering mobs with detect invis and hidden). What you would do was simple. You would calculate your object budget, then you would buy powers and compare the point cost of the object verses the allowed budget. There was a basic stat cost, and a basic cost for hr/dr, and a cost for spell like affects. Continual spells would cost twice as much as spells on charges. There were ways to account for spell levels, and the number of charges. The point cost of a spell was related to its mana cost (most of the spells have a power which tracks the mana cost). I have taken this older system and simplified and rederived it. So lets first try to come up with A guide for mob budget, then we will use that to define spell and effect cost tables. Lets say as a first rule of thumb, you have as many points as the mob has levels. So a 30th mob would have a base budget of 30 points. Your object cost must be less than the budget. To this lets add a table of modifiers: ********************************************************************* Table I: Loks Table of Modifiers: 0.50 One alignment can use it (IE anti-good and anti-neutral) 0.25 Two alignments can use it (IE anti-good or anti-neutral) 0.25 Hard Mob (sanctuary, spell use) 0.25 Hard Area (IE Hive, no recall, full of agg mobs, many levels) 0.25 Object or Mob is invis or hidden -0.50 Enchantable weapon ********************************************************************** Here is how modifiers work. You take the base points and scale it by the modifier: ********************************************************************** The only equation: Budget = (mob level)*(1 + modifiers) ********************************************************************* So lets say we want to put an anti-good, anti-neutral enchantable invisible sword on a 50th invis mob with sanctuary and spec_mage on the bottom of the hive, we would calculate first the total modifiers: +.5 Only one align (evil only) -0.5 Enchantable weapon +.25 Hard mob ( note you only count this once even though it has both sanct and spell use) 0.25 Hard area (hive) 0.25 invis object (note you only count invis once even though both mobs and object are invis) +0.75 total modifier Budget = (mob level=50)(1+0.75) = 87.5 = 88 points Note that all fractions are rounded in the players favor. Since players like more power, budget rounds up. What is nice about modifiers is that they can be expanded or eliminated or individually debated. IE lets say we go to prophecy where they have race use and class use limitations on objects. I would then argue that race use should be a 0.5 limitation because its limits the number of people who can use it. The main point is this: If our system changes and expands, we need only modify a small table to reflect it. Alright we have that down. Now lets derive the cost of some basic attributes. Hitroll/Damroll: Lets take +5/+5 as being the limit at level 50. Hit roll is not as precious as dam roll, so lets make dam roll cost twice as much. Since a basic 50th mob would have a budget of 50 points, a +5/+5 non enchantable weapon should total up to 50 points. Solving the equation: 50 = 5*x +5*y and x=2y, we get 50 = 10y+5y= 15y => y =50/15 = 3.33, x =6.66 So lets round this one in a manner which will make Snikt happy, Hr = 4 per point Dr = 7 per point This would mean that you would never see a standard 50th mob running around with more than a +5/+5 sword. Now you admin types, here is where you can wonk. How much do you want the max hr, dr to be on a non enchantable weapon? Also would it bother you to have not only a 50th +5/+5 sword, but also a 50th +12/+0 sword and a 50th +0/+7 sword (hr/dr)? I think this is fine as is. Special weapons like ciquala's sword could be made if you add some modifiers. (ciquala has spell use, and is through a nasty area to get. Stats: Lets consider a few objects. Golden feather, +1 wis, +1 con (hard mob, level 3ish) budget =5 points => 2 points per stat. British's sceptre, 55ish mob, has about +2int, +2 wis => about 15 points per stat. You see the problem. Low level mobs run around with stat adders and nobody really cares, but if you use those specs on a high level mob, you could have +20 to various stats at level 50. I think the best thing here is to go +2 per point, with a max of budget/10 in stats added. IE a budget 60 item could up 60/10= 6 stats, or one stat 6 places, like +6 str item (it would do little else). Str, Int, Con, Dex, Wis = 10 per point. HP/MANA/MOVE For HP, i think the ruby rings are non abusive (lvl 30 item, +25 hp). Thats +1hp/point for hp. For mana, I think the one ring is non abusive (level 20 item, +20 mana), so +1mana/point for mana. For moves we have those silver bracers which I think are abusive (+150 moves at level 3.) A more representative one would be say the horseshoes, lvl 25ish mob, +3 dam, +50 moves. 25-3*7=4 residual points for 50 moves, approx 10moves per point. 10 moves = 1 point 1 mana = 1 point 1 hp = 1 point CONTAINERS The most weight a mortal can carry is 1000kg at 25 str. Lets say that would be a heroic, level 51 container. so 1000/50 = 20 kg per point. 20kg = 1 point. Food, Drink, Light sources For food the basic pot pie is 48hrs. I think we shouldnt worry about food. I think 48hrs is the max too. Same thing goes for drinks. For drinks, 48hrs is carrying alot. So cap = 50 would be huge. 1 point per 1 capacity. For lights, I dont mind continuous lights at 15th or so. Lets use 48 hours at 15th, or approx 3hrs per level. 3hours light = 1 point ARMOR: The base alog tops out at 17ish at level 50. I dont think the steel chained collar is that abusive in padmasa (+4 dam, -20 ac on 60th mob, tough area, tough mob => budget = 90 - 28 for dam = 60 pts for the ac bonus => AC is 3 for 1. AC: -1 AC = 3 points Saves: I think the top end would be a bonus to saves in everything of 5 at 50th. Since there are two meaningful categories (vs spell and vs breath), that means -1 save = 5 points Spells and spell like affects: I can generate a spell table. I think my last one was mana/5 for 56th warrior yielded most spells cost 3 pts on budget= mob/2 system. Here we are double budget so as to simplify calculations, so expect base spell to be higher. I would use the following: All spells cost 6 points. Class defining spells cost twice as much, 12 points. Continuous spells cost 2 times as much, again. No class defining spells on continuous (no sanct, pass door, end on mortal items continously. You could do sanct on potion, but it could not be a permanent effect). I need list of which spells are core to cle, psi, mag etc. I could do that here, but I really want to finish this before lunch ends. Charges: Wands, staves have charges. 25 charges is an awesome item. I would call that heroic, so charges = item level/2 You can increase charges/decrease charges with modifiers. I wont get into that now. Max spell level = budget. You can also consider weight modifiers for items. We need to work that out. You could also do a system with bonuses for negative stats etc. We will skip that now. ******************************************************************** Table 2: Lok's Table of Costs: +1 dam = 7 pts +1 hit = 4 pts +1 stat = 2 pts, limit to +budget/10 ttl stats on item +1 hp = 1 pt +1 mana = 1 pt +10 moves = 1 pt -1 ac = 3 pts -1 saves = 5 pts 20 kg container cap = 1 point 1 cap drink cont = 1 point All spells cost 6 points Class defining spells are 12 points Continuous spells are doubled (no cont class defining) Charges = object level/2; max spell level = budget points *********************************************************** So the procedure is simple. Figure your modifiers from table of modifiers, determine your budget, and then buy your powers. Only 2 tables and one equation can determine if an object is balanced for a wide variety of objects. You can expand the system to meet future challenges by modifying either table. If you read this far, you must be an area builder. Lok