Point Build System: Difference between revisions

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See also [[An Adventurer Is You]]. A form of [[Character Customization]].
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== [[Action Adventure]] ==
* ''[[Iji]]'', a two-dimensional multi-directional-scrolling platforming computer game, contains a statistic system that allows the player to improve health, kicking ability, shooting damage, gun access, etc. by spending well-earned points at specific locations
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* Although used for building a race instead of a character, the second and third ''[[Master of Orion]]'' games give you a set amount of points to distribute as the player wishes, with positive and negative attributes. For the second game, a later technology, [[Exactly What It Says on the Tin|Evolutionary Mutation]], allows the player to add four extra points, though there are some restrictions on what racial traits can be modified.
* Likewise, the ''[[Galactic Civilizations]]'' games allow you to customize your race using a similar system, although some racial benefits are hardcoded.
* In ''[[Sins of a Solar Empire]]'', capital ships level up to 10. Three normal skills that can level up to 3 and a super skill with one level. Some of the super skills are game breakers; as such they're only available at level 6. Lvl6 cap ships are notably more powerful than Lvl5.
* ''[[Master of Magic]]'' giveson thedifficulty characterabove "Intro" allows custom Wizard generation. This gives 11 picks to spent on spellbooksSpellbooks and "Retorts"; up to 11 books or 6 retorts total at generation (up to 13 Spellbooks and 6 Retorts at any time, via looting lairs or rival Wizard fortresses). Spellbooks give access to a random subset of spells in one of 5 realms (choosing multiple in the same realm also gives some choice inof one more Common starting spell, so taking 10 in a realm makes ''all'' its spells; youguaranteed canto maxbe outavailable onefor ofresearch; 511 realmsallows to choose 2 Uncommon and have1 Rare Spell, with all itsCommon spells researchableknown automatically), buteach haveadds nothing+1 else)basic [[mana]] income and abilities+2 (ofstarting differentcasting costskill, each above 7th in a Realm also gives +10% Research Points and -10% Casting Costs in that Realm. Retorts give special abilities (cost 1-3 picks, some also require specific choices of up to 6 spellbooks). Also, learning spells of a given rarity, whether by research, loot or trade, requires a number of books in its Realm (Very Rare needs 3). "Arcane" spells (not tagged with a Realm) are available automatically, except Create Artifact given by Artificer retort. Other than this and primary race, starting conditions are almost completely random.
** Obviously, there are 11-book rush strategies. It's harder for Life, since it doesn't help in conquest without either adequate Normal units to buff (which need economy to build and upkeep, thus bootstrap is only somewhat accelerated) or ''lots of'' Mana for powerful summons and buffs (which takes time, buildings and/or conquest to accumulate) — especially on higher difficulty, as neutrals start with better armies.
** Higher difficulty levels give pre-made AI Wizards more and more extra picks, spent on random possible (i.e. meeting the prerequisites and no [[Mutually Exclusive Magic|Life + Death]]) retorts and books. This naturally femonstrates the [[Combinatorial Explosion]] of those options, their effects on already random [[AI Player Personalities]] and randomly rolled available spells (in realm with <10 books) — as MoM wiki notes on AI Wizards, «at the "Impossible" setting, be prepared for anything».
* ''[[Stars!]]'' has a point buy race customization system, with variable point costs of traits and variables increments, depending on the other features. Such as increasing penalties for Lesser Racial Traits beyond 4th (there are 14 of them).
 
== [[Hack and Slash]] ==
* ''[[Diablo]]'' has a class/level system, but each class has skills that can be purchased like a point build.
 
== [[Massively Multiplayer Online Role Playing Game|MMORPG]] ==
* ''[[Shattered Galaxy]]'', a squad-based [[MMORPG|MMO]][[RTS]]
* In ''[[Guild Wars]]'', depending on your primary and secondary class, you have a variety of attributes on which you can spend Attribute Points, which are earned by leveling and two particular quests depending on where your starting zone was.
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* ''[[Puzzle Quest]]'' uses this, primarily to keep your character leveling up after it's hit the [[Level Cap]].
 
== [[Role -Playing Game]] ==
* ''[[Might and Magic]]''
** Only the later ones (6 and up), and with a twist in 6 and 7: the pool of points was shared among all 4 characters. The early games (1-5) used random dice rolls.
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== [[Tabletop Games]] ==
* ''[[Champions]]'' with its ''[[Hero System]]'' was the first [[RPG]] to use a Point Build system; all other RPGs at the time used predefined characters or dice rolls, being directly inspired by ''[[Dungeons and& Dragons]]''.
* ''[[GURPS]]'', probably the most well-supported point buy system to date (in terms of supplemental material).
** ''[[Fallout]]'', originally planned to be an adaptation of the above, but latter turned into the [[Fun with Acronyms|SPECIAL]] system.
* ''[[Mutants and Masterminds|Mutants & Masterminds]]''
* ''[[Seventh Sea|7th Sea]]''
* ''[[Car Wars]]''
* The ''[[Tri-Stat]]'' system, used for ''[[Big Eyes, Small Mouth]]'', ''[[Silver Age Sentinels]]'', and various other games.
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* ''[[Fading Suns]]''
* ''[[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''[[FUDGE]]'' 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]]'' 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.
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* 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.
** 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'' ("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).
** 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).
* ''[[Warhammer 4000040,000]]'', being a [[PVP-Balanced]] wargame, uses it to balance opponents and regulate battle size (and thus 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 4000040,000]]'', 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. Also, it's combined with [[Background-Based System|path system]] for character and "Warrant and Ship Origin" path (aside of the background, the latter mostly produces different combinations of starting Ship Points and Profit Factor).
** ''[[Only War]]'' has custom regiment building system. Not very compatible with ''[[Warhammer 4000040,000]]''. 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.
* ''[[Battle Machines]]''
* ''[[New Horizon]]'' is exclusively pointbasedpoint-based, although some traits cost geodites (the setting's currency).
* Some versions of ''[[Traveller]]'', though not all.
 
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== [[Wide Open Sandbox]] ==
* ''[[Dwarf Fortress]]'' has embark points that are paint both for starting goods and skills; there's also cap on starting skills per dwarf. AdventurerVarious mode"embark givesstrategies", theshape [[Player Chatacter]] starting pointsearly to improve attributes and skills - number differs withmedium difficultystage leveldevelopment.
** Adventurer mode gives the Player Chatacter starting points to improve attributes and skills - number differs with difficulty level.
* ''[[Minecraft]]'' has an experience points system that is used to enchant tools and pieces of armor. The more levels you spend, the stronger the enchantment gets and the higher the chances of having multiple enchantments will be. Placing bookshelves around the enchantment table will increase the chances of getting higher level enchantments.
 
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[[Category:Video Game Tropes]]
[[Category:Tabletop Game Tropes]]
[[Category:Point Build System]]
[[Category:CRPG Tropes]]
[[Category:Point Build System{{PAGENAME}}]]