$5.00
$15.00
$20.00
$30.00
Recommend
 
 Thumb up
 Hide
8 Posts

BoardGameGeek» Forums » Gaming Related » General Gaming

Subject: Leveling Problem? rss

Your Tags: Add tags
Popular Tags: [View All]
G C
msg tools
Anyone play League of Legends or Paragon before?

I am creating a card/board game based on that concept. 5 characters per player, taking out NPC's and each other to level up.

Problem: How do I allow leveling without giving an unfair advantage to the first player who levels?

Ex. John defeats 3 npc's while Joe defeats 1 and loses 3 of his characters. John's characters almost all level up while Joe's has maybe 1 who levels up. In the next round of action, Joe cannot defeat any NPC's because John spreads out his heroes destroying all the NPC's, which put Joe even further behind on the leveling curve. When it comes time for a team fight, Joe loses immediately.

I need more balance, but I do not want to sacrifice the leveling system. Thoughts?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Trevor Taylor
United Kingdom
FARINGDON
Oxfordshire
flag msg tools
mbmbmbmbmb
You could use a sort of reverse concept to the levelling in Zombicide? In that, as soon as one player is level 2, the whole game goes to level 2. You could instead make it so the enemies only level up once all players have levelled, or that XP earned is altered based on the difference in overall xp between 2 players.

Eg.

Player 1 has all characters at level 2 (5*2 = 10)

Player 2 has one at level 2 ((1*2) + 4*1) = 6)

So player 1 has some sort of weighting of -4 applied to the XP earned.

You wouldn't want it to entirely balance as otherwise where is the reward, but this will prevent steam-rolling in the game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
France
flag msg tools
mbmbmbmbmb
this may go against what you are looking for. Collect xp until you reach a trigger point in the campaign then both players level up with the first player to trigger it getting a star. First to x stars wins the campaign.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
flag msg tools
mbmbmbmbmb
Do what all MOBAs do and make that a central mechanic? Look at a game like Heroes of the Storm. There is a big advantage for a team to hit level 10 first and start a team fight.

As negatrev said, if you want to add a catch up mechanic, reduce the amount of XP a player in the lead earns diminish as the XP gap grows. If you want to really create a strong rubber-banding effect, also increase the XP earned while playing from behind.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian Fouts
United States
San Martin
California
flag msg tools
designer
publisher
mbmbmbmbmb
You could reduce XP earned for killing lower level NPC's by half if 1 level lower. You could also eliminate XP gains for defeating a charecter 2+ levels lower than them. That would encourage players in the lead to leave behind weak NPC's for the other player to beat up on.

You could also just give lower level players advantage in turn order.

You don't want the rubber banding to be too strong, or players will feel like they don't have real control over the game.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
patrick mullen
United States
Washington
flag msg tools
mbmbmbmbmb
Doesn't this problem exist in those games already? How do they get away with it?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Morgan
Australia
Brisbane
QLD
flag msg tools
mbmbmbmbmb
icdchillin1 wrote:
In the next round of action, Joe cannot defeat any NPC's because John spreads out his heroes destroying all the NPC's, which put Joe even further behind on the leveling curve. When it comes time for a team fight, Joe loses immediately.


This scenario you have described makes it sound like levels are the only thing that is relevant for winning fights. It can't be this simple.

A MOBA game must have drafting and in this stage your team composition should be picked to have counters to your opponents team comp.

Let's imagine a super simple scenario where you draft five cards that are either Rock, Paper or Scissors.

Ben drafts Rock, Scissors, Paper, Rock, Scissors
Jerry drafts Paper, Rock, Scissors, Paper, Rock

Jerry will have a great chance of winning if he can bring is two Rocks to the party and disable Ben's Paper, even if Ben is a higher level.

Have you ever played Civilization: The Board Game? Leveling could be similar to the combat in this game. You upgrade your Rock 3 to a Rock 4 which can instantly defeat a Scissors 4 or less without taking damage, will defeat a Rock/Paper 3 or less while still having health remaining and will not even get a chance to deal damage to a Paper 4 or above.

When playing a MOBA, equipment is just as important as levels. If you force a character to sit out for a round in order to level (i.e. representing the act of going back to base to grab equipment) this will serve as a slight catch up mechanic.

Good luck with your game!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Arty N.
Latvia
Riga
flag msg tools
designer
Here are some approaches I've used:

1) Give the leveling char more options instead of power-ups.
2) Make it that the bounty for defeating the enemy hero grows considerably if that hero is higher level than you. (Enough to bring the lower level hero to the same power level IF he plays well).

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.