Point Build System: Difference between revisions

No edit summary
Line 79:
* ''[[Legend of the Five Rings]]'' (although eventually the points will result in gaining a rank and hence a new skill, the speed of this depends on where you put them).
* Fudge, a tabletop system has a point based system as one character generation method. The other is a totally subjective system, and there are no levels.
* ''[[FATE]]'', a tabletop system based on Fudge''[[FUDGE]]'' with a few different mechanics, uses a simple point-buy(-ish) system, involving multiple phases during character creation. The phase-based character generation system is not obligatory.
* The [[Unisystem]], used for games like ''[[All Flesh Must Be Eaten]]'', ''[[Angel]]'', ''[[Buffy the Vampire Slayer]]'', ''Conspiracy X'', ''Witchcraft'', and various others.
* ''[[Savage Worlds]]'': though it's a mix of several things. An optional rule (thanks to the ''[[Deadlands]]'' inclusion) is to determine your starting stats and skill points by drawing a hand of cards and assigning them to each.
Line 87:
* Most newer [[Class and Level System]] games tend to compensate for their weaknesses by adopting a point buy method for various parts.
** One option in ''[[Pathfinder]]'' at the GM's discretion.
** ''[[Dungeons and Dragons]]'', originally the [[Trope Codifier]] of dice-based character creation, adopted a Point Buy system as an alternative (and frequently preferred) method in 3rd Edition onwards. Even in 2nd Edition, they added player chosen 'proficiencies' that allowed [[PCs]] the option of becoming craftsmen, etc. In 3rd Edition, this became a point-buy skill system. 4th edition finally went fully point-buy with that method becoming the default for attributes and the skill system pared down to a simpler version ("trained" or "untrained" vs. counting ranks, paid for with initial class skill choices and optionally feats rather than from a dedicated "skill point" pool).
** Even in AD&D2, they added player chosen 'proficiencies' that allowed PCs to obtain and raise skills, and another point pool for weapon proficiencies and combat styles. DMG has class-building system (which "as is" cannot replicate a core class, because it makes custom classes weaker).
*** ''Players Option'' has a full Character Point based system with optional abilities from race and class tied in.
*** ''Players Option'' ("2.5" rules upgrade) has a full Character Point based system with optional abilities from race and class tied in. Unfortunately, it wasn't clearly separated between subrace/subclass/kit generation and character generation layers, even if obviously intended to be used this way in most cases, and even examples not all used the unified system as is (e.g. in subraces pick racial special abilities from those dumped in a list, but not penalties, so you'd have to reverse-engineer it if you want the same method applied to something in your campaign that isn't on the list).
* Used for game balance and regulating battle size/length in ''[[Warhammer 40000]]''. Each unit in an army costs a certain number of points, and before the game the players agree on the number of points available per side. The armies must also fit a designated minimum and maximum number of units in each category and models in each unit. The more points, the more numerous and/or powerful the units in each army will be. Also, the more units in each army, the longer the game tends to go on, because they take longer to move and determine attack. 500 points is probably the lowest playable total (that's maybe a squad or two, depending on the race), 1,000 is the average game and 4,000 is usually as high as most players will go outside of a multi-player "megabattle"; much more than that and the game would take all day. Also, [[Crack is Cheaper]] than ''[[Warhammer 40000]]'', so it's hard to get past that even when if you want to.
** D&D3 uses point-buy skill system (for some reason it lacks diminishing returns, and thus leads to insane level of skill minmaxing, which is then supported by difficulty numbers raised accordingly - which in turn enforces it and makes it harder to patch).
** 4th edition finally went fully point-buy with that method becoming the default for attributes and the skill system pared down to a simpler version ("trained" or "untrained" vs. counting ranks, paid for with initial class skill choices and optionally feats rather than from a dedicated "skill point" pool).
* Used''[[Warhammer 40000]]'', being a [[PVP-Balanced]] wargame, uses forit gameto balance opponents and regulatingregulate battle size/length in(and ''[[Warhammerthus 40000]]''length). Each unit in an army costs a certain number of points, and before the game the players agree on the number of points available per side. The armies must also fit a designated minimum and maximum number of units in each category and models in each unit. The more points, the more numerous and/or powerful the units in each army will be. Also, the more units in each army, the longer the game tends to go on, because they take longer to move and determine attack. 500 points is probably the lowest playable total (that's maybe a squad or two, depending on the race), 1,000 is the average game and 4,000 is usually as high as most players will go outside of a multi-player "megabattle"; much more than that and the game would take all day. Also, [[Crack is Cheaper]] than ''[[Warhammer 40000]]'', so it's hard to get past that even when if you want to.
** Ditto for its spin-offs, such as ''[[Battlefleet Gothic]]''.
* ''[[Warhammer 40,000 Roleplay]]'' uses character build/advance system using XP - essentially, this removes the middleman.
** ''[[Rogue Trader]]'' uses point-build system for ships, which is for some crazy reason ''more crude'' than that of ''[[Battlefleet Gothic]]'', despite the RPG being more detail oriented and usually on a much smaller scale.
** ''[[Only War]]'' has custom regiment building system. Not very compatible with ''[[Warhammer 40000]]''. Again, it keeps to very small numbers, to the point that this seems to made it harder to expand.
* ''[[Cartoon Action Hour]]'' does this in both editions. The first season points are called "Character Points", while the second season points are called "Proof of Purchase Points".
* In ''[[Old World of Darkness]]'', every game has characters built with a slightly different set of rules, right down what skills are available. In ''[[New World of Darkness]]'' all characters are built first as though they were normal mortals. Then, if they are ''not'' normal humans, they have a character template attached from the specific system.