In Part 1 of our series, we laid the foundation for balancing turn-based RPGs. In this second part, Robert DellaFave examines how to calculate individual player stats (attacking power, dodge percentage, etc.), translate those into combat stats and balance party members with different combat styles. If you've ever played D&D (common, admit it, you have 😄) or Warcraft or similar RPGs, you'll find this interesting.
This is a really neat tutorial. Sonny Bone shows you how any game can be viewed as a combination of control, feedback, variation and permanence and how you can balance and exploit those features to make your own games more playable. I really learned from this one - how to design games for fun and not just focus on the underlying technology.