Balancing Erie's RPCS configuration:
Part 1 of 3
1. Races
Current Race Ability Scores: ST/IN/WS/DX/CN
Human 10/10/10/10/10
Ghost 6/14/10/10/10
Super 9/9/10/12/10
Vampire 12/12/7/9/10
Were 14/8/8/8/12
Angel 9/9/14/9/9
Neko 8/8/9/16/9
Demon 14/10/7/7/12
Cyborg 12/12/8/8/10
Mutant 13/10/8/8/11
*Proposed Changes:
-Mutant 9/9/10/9/13
*reason: No class has CN as highest score, too many have ST. This change makes Mutants' primary attribute superior constitution, making them hard to kill/survivor types, rather than another brute strength race. (more Wolverine/Sabertooth than Superman/Colossus). This change will not adversely affect older char's, who will keep their original stats and class choice, but only impacts new selections.
-Supernaturals 8/12/12/8/8
*reason: This change makes Supers more convincing magic users by having decent IN and WS. They will have a head start in pursuing any magical class and the flexibility to be either IN or WS based ones. The previous modestly high DX score wasn't much of a benefit because DX is the weakest ability stat, and is really only effective at very high levels. It makes more sense to give magic beings higher stats that affect magic use and magic defense.
*Current Race Regen Rates for health/stam/special total/special regen (*Balance Assessment)
Vampire 5/12 Blood 5, F2 (*27)
Mutant 2/11 Mutations 5, T30 (*20)
Supernatural 1/11 Occult 6, F2 (*19)
Angel 1/11 Blessings 5, T30 (*18)
Were 1/10 Rage 5, R? (*17)
Demon 2/7 Cursed 6, T30 (*17)
Cyborg 1/10 Watts 5, T30 (*17)
Human 1/10 Courage 5, T30 (*17)
Ghost 3/5 Terror: 5, F2? (*17)
Neko 1/10 Frisk 5, T30 (*17)
(*) this number is a rough calculation I use to assess balance, it is 2 times Health regen, plus stamina regen, plus base Special number (2HLrg+SMrg+SP). To balance it you can change these scores, but also change things like special regen rate, ability scores, etc. Notice how overpowered Vamps are. If you factor in ability scores Nekos get the shaft, and Ghosts are pretty useless unless they are an Intelligence based class. It seems unclear why some races have higher total Special stat than others.)
*Proposed Changes in regen rates:
Vampire 0/13 Blood 6, F2 (*20)
Angel 1/13 Blessings 5, T30 (*20)
Neko 1/12 Frisk 5, T25 (*19)
Supernatural 1/11 Occult 6, F2 (*19)
Human 1/10 Courage 5, T20 (*17)
Ghost 2/9 Terror: 6, F2? (*19)
Were 3/8 Rage 6, R? (*20)
Cyborg 3/8 Watts 5, T30 (*19)
Demon 3/7 Cursed 6, T30 (*19)
Mutant 4/6 Mutations 5, T30 (*19)
*reasons: In the new configuration, the races are balanced, but dynamically, with a lot of variety between them. This adds a great deal of strategic variety to combat, enriching the experience and adding a more realistic feel. There is a steady transition from races with high stam/low health rates, to high health/low stam rates.
Each is thought through in terms of character type: Neko's are scrappy and reckless, weaker, but relying on dodging and the ability to heal more frequently with their very high stamina regeneration. Mutants have the best defenses of any races with high CN , and they will regenerate health faster, making it unecessary to gain stamina as rapidly. Vamps have otherworldly stamina regen and therefore self-healing capacity, but don't gain health because they would need to hunt to do so. In other words, there is some correlation between the character type and the ratio of regen rates.
There are also compensations built in. Races with weak ability score dependency (Neko's/DX for example), get compensated with faster Special stat regen rate. Humans lack the supernatural Health regen rates of some other races, but they regain Special stat at a faster rate than any other species. This means, with a decent stam rate, and the best special rate, they should be able to use powers more frequently than the other races. Races that depend on feeding or rage are given 6 Special because it is harder to aquire these pools, and in the case of rage, easier to loose them. The feed races also have higher stam regen on average, because they spend more stam just trying to acquire Special.
Curmudgeonly reflections:
The following are things I am not proposing changing, but am willing to. The reason is that they are features which bother me, but may simply be a question of different vision or opinion rather than functionality or balance. Nevertheless I feel they are worth at least contemplating.
1. Special names.
One can be cursed by a witch or by the fates, and perhaps cursed WITH a demon, but it is new to me that demons curse others, or are cursed. Like the Tox power Summon, the attribute seems reversed, demons are summoned, but little is mentioned about them summoning. Other than the symmetry with Blessed, I find little reason for this title. Other ideas that might be better include: Hellfire, Suffering, Ruination, Misery, Despair, Hatred, Depravity, Corruption, Damned, Torment, Evil, etc.
2. Mutant reason-for-being.
The idea of 'toxicity' being the source of Mutant powers seems to be a hangover from Tox (which I would prefer a much stronger break from personally). It seems like this is a nuissance for creating backstories, as players will likely have much wider variety and more interesting ideas. I would prefer eliminating the references to toxicity and refer to mutation, genetics, and other more neutral descriptions to free players up to have their own explaination of how they came to be.
3. Special stat options.
Its not clear to me why no race uses meditate. What exactly a Supernatural is doing to me when I am 'Bedazzled' and how they are gaining energy from it is fuzzy. Angels and Supers could be given other advantages to compensate for a challenging Special regen (higher stam regen, higher max special, etc.). Also, a higher level power allowing much faster regen of Special could be made, adding intrigue by making it perhaps worth taking a risk to attempt a meditate mid combat.









