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  • Gaming without points

    Editorial

    A few years ago I remember reading a comment by Jervis Johnson that he enjoyed gaming without point costs. Whether it be scenario based games or simply putting together armies that looked like fun to game, his point was that he thought that point systems weren’t a necessary part of social gaming. I don’t recall what my exact reaction was to the idea but I think that disbelief is a succinct way to sum it up.

    I have a lot of respect for Jervis. He has produced some of the most enjoyable games to come from GW and he certainly knows a heck of a lot more about game design that I ever will but at the time I thought that the idea of playing games without point systems was a recipe for disaster. Now, I am thinking that perhaps Jervis is right and point costs are a wasted effort

    Since then I have started to come around to Jervis’ way of thinking. I have been doing quite a bit of gaming recently that involves playing with models and units that have no point costs. This is part of the testing process of a game I am developing and the fact is that we simply don’t have any point costs. The funny thing is that each game starts with my opponent and myself judging the forces in question and then determining if we think they are balanced or not. So far we’ve not been wrong. All of our games have been quite interesting and fun and no one side has had overpowered the other. Its been such an interesting process that I am contemplating not using traditional point costs in the game at all and instead using a more generic measure of a unit’s power instead.

    There are several games that don’t use points. Rattrap Production’s range of Pulp games all use generic grades (1, 2 or 3) to differentiate the units in each game and to use as a structure to limit each players access to units. These games are quite successful and are as balanced or unbalanced as the players involved want the game to be.

    Point costs don’t mean that a game you are going to play is balanced. We recently had a Confrontation game that involved my Griffon force taking on a very men Wolfen warband. I was slaughtered. And my opponent kept on forgetting his to make me take Fear rolls as well. The funny thing is, we knew going into it that the two armies we picked weren’t balanced. His Wolfen force was going to crush me and it was assumed by both of us that would be the case. And yet we both had armies of the same point value.

    Warhammer and 40K are, I think, great examples of how a point system may prove ultimately fruitless. Both games are fairly complex in terms of the number of interactions between units, characters and equipment. And while I have no problems using the army lists from those games for friendly encounters, I have yet to see a tournament discussion that doesn’t involve some debate about the balance of lists, people min-maxing armies and general problems with them. Some people have suggested that the complex number of possible interactions in a typical Warhammer or 40K army list makes it physically impossible to fully test. This may be the case.

    If so, one has to wonder what reason there is to include them in games at all? AT-43 is an interesting example of game that has point costs but the numbers appear to be largely irrelevant. One can make an effective AT-43 army list without really paying much attention to the point costs and simply balance out the number of troop units and vehicles. In AT-43 its not the point costs so much as the restrictions that the army lists place on types of units and how many you can access.

    Might that be a solution for games like Warhammer? I’m not sure but I do know that I am going to continue to explore gaming without point costs.

    At least that way, if my opponent’s army is unbalanced its my fault.

    38 Responses to “Gaming without points”


    wraeththu says:

    I agree with your assessment of gaming without points cost. Having done some game design myself and currently working on rules. I am trying to decide whether to have some form of point cost or not. There are a number of players that are put off by a game that does not have a points system. I guess they feel it is too much work to balance the games themselves.

    I have found that games without point costs tend to end up with players coming up with a scenario and different ways to approach a game. Games that have point cost system are played more often like tournament style games. Perhaps the point system is used as a crutch?

    But is it better to have a point cost system for a game or not? I am curious how many people are put off by a ruleset not having some obvious sort of balancing system. Like stated above, we have all played game that are supposedly balanced only to get completely steamrollered.


    headzombie says:

    I play games for fun, I don’t play in tournaments. (I am not implying that tournaments aren’t fun, they just aren’t for me.) Therefore points to me are largely irrelevant. I enjoy working with my opponent on coming up with an interesting and different scenario, making up our own force restrictions and then going at it. Points at that point are then mainly to help judge relative force value and that’s about it. Since when are fights in real life fair?

    As Zac said, at that point I sometimes enter the game knowing I am going to lose (or win) and that’s ok as long as its fun. In fact its sometimes better because when in those hopeless situations you pull off some stunning feats and they are so much more satisfying if you didn’t start on even footing. Its even enjoyable to see my opponent do the same if I am up and he is down.

    I think points exist mainly for tournament play (hard to run a Stargrunt tournament) and to keep us normally competetive gamers from throwing dice at each other.


    briguy says:

    I agree with your thinking Zac, I’m keen to try out more things where the points costs are not as important. The game we’ve tried out a few times now has been quite enjoyable, and as long as we both take a look at the forces and the number of units is relatively even, then it seems to work out just fine.

    I’m curious how a game like Warmachine/Hordes would work without worrying about points costs. I would think that in terms of units, as long as both sides have the same number of Jacks/Beasts, elite units, grunt units, solos etc. then it would probably turn out to be pretty balanced. I wouldn’t mind trying that out sometime. Since everything in that game is potentially overpowered, then it’s easy to throw points out the window and just beat the tar out of others. :-)

    I would say as long as units or characters or whatever are at least reasonably close in game ability between different forces, then if I take a leader and 2 troops and so does my opponent, it shouldn’t matter if your points costs don’t match up.

    Or as others mention, just play more scenarios, which is something I want to try to get into more of.


    steeldragon says:

    I like the idea of a game without point costs… but as I see it should be “scenario driven” as in historicals games when you use a set scenario with set forces… If you can pull a win on Waterloo using the french, it’s probably ’cause you have learned a thing or two about history.

    Of course that situation is difficcult to “sell” to fantasy-sci-fi gamers… they want to win and customize their armies.

    I would love to see scenarios done this way for games I do play, like Warmachine-Hordes and 40K… or as options for new games, I guess the LotR game was able to work that way, with the characters against the minions of evil.

    Andres


    Zac says:

    and to keep us normally competetive gamers from throwing dice at each other

    I’m sure that even with points we can still find something to argue about if we want to ;-)


    gavroche says:

    Of course Jervis is right, for all the reasons mentioned above. Anyway, points systems may offer the illusion of objectivity, but more often than not they’re based on quasi-arbitrary assumptions of the designers, not on the kind of statistical analysis or comprehensive playtesting that would be necessary to create a truly representative points system. I’ve never seen any that don’t break down at some point or weren’t contested on others ;-)

    BTW, did we ever get that JJ interview here on TGN?


    Zac says:

    BTW, did we ever get that JJ interview here on TGN?

    I’ll send him another reminder


    PMMJ says:

    Point costs are really tough. No matter how much playtesting you do, you can’t be as clever as thousands of gamers worldwide pouring over the system, looking for any little loophole, picking whichever is best.

    That being said, I’m a fan of point costs for pick-up games. You don’t always have time to write a scenario, or you don’t know who your opponent will be, and a point cost system makes that possible. Everyone likes feeling like they have a chance to win in any game, and if you walk in with the same number of points as your opponent, it’s a good start.


    altfritz says:

    We don’t generally use points in our games. The points system in Warhammer and 40K bear no resemblence to the actual capabilities of the units in terms of probabilities anyway. The only system that I ever saw that attempted that was the old Asbury ep system for D&D - as published in the first few issues of the White Dwarf. That system actually tried to base the points on the chance of inflicting harm or surviving it.

    There was a very good article about Warhammer Renaissance gaming in Wargames Illustrated a few years ago now that used WFB as the basis but totally scrapped the concept of points.

    Howard


    ringsnake says:

    Having poured over the rules of Hordss and Warmachine more than is really healthy I agree wholeheartedly with this assessment. Tourney play can be fun depending on the playgroup, but even with a good group of players throwing down your 750 points and playing one of six tourney scenarios over and over can get stale.

    If you went pointless an entire group of players would never ever buy your game. Bad thing is, they will be the more obsessive players who are the big spenders. The big money customers also are the ones hitting all the tourneys plus as many of the tourneys at big cons like GenCon as they can. Tourney players give minis companies a LOT of money compared to the weekend player that only plays the models he likes the look of and has painted up nice.

    I think a points system would work fine for your game if you were willing to be honest about it’s lack of accuracy. Say up front that the points are loose aproximations, are as accurate as you can make them, and to use or throw them out as you like. Feel free to fiddle with the points as you go so nobody much puts faith in the points values unless they really care about points and playing in tourneys. Or as you say group them up in loose categories and tell the players to be as specific as the like for their own tourneys.

    The frustration I’ve had with companies like GW or PP or Rackham is that they’ll swear up and down and back and forth that the points are playtested and accurate and fine; that the fact that unit x goes into every winning tourney list while unit Y never gets used at all is simply a fluke. Or that certain army X wins major tourneys year after year is because the players of the other forces are weak minded simpletons.


    Tacobake says:

    I’ve had my own thoughts about this, and what I’ve been thinking is that some units or combinations are “more worth their points”. In Warmachine/Hordes they call it synergy, where different combos of units are more reliable.

    This is reflected in 40k/Fantasy by how points are assigned. Since they have easier access to heavy weapons, in an Imperial Guard army a Lascannon is 25 points @ BS3 in a platoon squad, while in a Space Marine army the same weapon at a more effective BS is only 15 points (personally I think las-plas for 25 points is part of why Space Marines are too cheap points-wise but OK). In an Armoured Company there are artificial points increases. Without the artificial points increases, it would be a simple matter to get “more for your points” because your opponents anti-infantry weaponry would be of limited use. Somewhere on GW’s website is buried an article where they detail that if Eldar Striking Scorpions were a Tau unit they would have a higher points cost reflecting their utility. Many experienced 40k players will tell you that knowing all the tricks to making your list the most value for your points is 50% of winning consistently.

    The advantage of points based lists is that we’re not all Jervis Johnsons. When starting out or seeing a new army for a first time points based lists give everyone a fair measuring stick.


    chrixter says:

    The difficulty with point costs lies with synergy effects. A figures “true cost” must always be taken into context with the a) rest of the army, b) the scenario, c) the opposition. This means that two (experienced) players, when scenario has been decided will be much better in creating two balanced armies. The company made point costs will be (some kind of) average over most possible scenarios/combination. Hence will some troops value vary quite much depending on the current situation (and new/missed synergy effects). The “correctness” of point costs will always be better for games with few profiles/game effects and very poor for games where you have a stready increase in new game effects and trooptypes, i.e. increasing the number of possible synergy effects. So, point costs will “always” be wrong and the only way to get a balanced game is to evaluate the exact armies involved for each scenario. However, for the non-super experts this will be a difficult task and the averaged points provided by the company may provide a much simpler and more correct result.


    gavroche says:

    Tacobake, are you saying half your chance of winning at Warhammer depends on your accounting skills? Number crunching instead of tactis, how very exciting for a wargame :-p


    yslaire says:

    Points or values have two main purposes :

    1) balance the armies

    2) make the gamer buy more minis because if you really want to play this big nice one you’ll have to purchase a horde of small ordinary ones ;o)


    Cadfan says:

    Most of the comments above about point costs being unnecessary seem to assume two experienced players, each familiar with their armies and the armies of their opponents.

    Not everyone has those qualifications.


    evernevermore says:

    What I would like to see is something more like the rules from Rogue Trader - you can use points or just go with what models you have.

    Playing without points can be fun but what happens when you dont have someone with experience? Suddenly they have to figure out what works tactically and what just looks neat.

    @Gavroche - the number crunching involved in 40k does involve tactics - you chose a tactical role and then chose what is the best price for that role, and what will get you more flexibility. And I’ve run into even less exciting tactics in Warmachine over 40k, atleast the games of each I play


    Doc says:

    Given that the Codex point values are balanced vs all other Codex point values (play testing - as is right now - matches all the armies vs new one), I think point based games are importunate in 40K and FB. If you are playing BGB Scenarios.
    Battles in books like Imperial Armour are different, they are designed to be “re-enactments” and such are model/unit based. They are bloody fun too!


    dfiorito says:

    Points are just fine … if the system handles them well. That is the real issue - most games do not handle point values very well. I recently looked at an old copy of 40K and noted that my friends and I had calculated our own point system. That takes time and effort. I no longer have that kind of time.

    Here is what I would like to see - battle in a box. Give me a tested scenario, the minis for the two sides, some terrain and set up rules.

    I just started to get into Flames of War and I asked the folk at the game shop what I should buy to start. Apart from the rules and an intelligence guide they couldn’t give me much guidance. Sure, there are 1500 point pre-packed armies but that is for the serious gamer. I want a small set to get me going. Give me a set of minis that are fun to play and get me rolling.


    Doc says:

    GW has that! Battle for Maccragg (40K), and Battle for Skull Pass (FB).
    Best stater sets that I have seen in many years.


    yslaire says:

    “Give me a set of minis that are fun to play”

    Right

    The trouble is most games (especially GWs) “starter” boxes won’t give you enough variety to guarantee long lasting excitement…

    Maybe an idea for resellers : to propose smal custom playable and enjoyable packs ;o)


    Zac says:

    The trouble is most games (especially GWs) “starter” boxes won’t give you enough variety to guarantee long lasting excitement…

    They are intended to get you playing and expanding your army so it seems unlikely that they would provide a lot of replay value.

    The Battle for McGragge set did have a few supplemental scenarios posted for it though.


    Tacobake says:

    @gavroche

    heh. XD Don’t forget the importance of well painted minis, a hefty tape measure, the right colour of dice and an elaborate carrying case.

    @Zac

    I’m curious what you’ll have to say about other games and potential changes to points costs. I like the Privateer Press system where they’re not shy to release “patches” via FAQ and errata Blizzard-style blatantly changing points costs and unit abilities.


    Zac says:

    Privateer Press is probably the only company that has been successful in updating their units but I don’t think they have ever changed point costs have they?

    For most games I think that the point cost of the unit is set in stone until you do an official release of the army book or rules. Its one of the problems with them. You can never successfully assume that all players will have an errata document (even in Warmachine)

    I think Rackham has an interesting idea for AT-43 as the point costs seem to be very generic.


    yslaire says:

    @ zac “They are intended to get you playing and expanding your army so it seems unlikely that they would provide a lot of replay value”

    Sorry. I thought Hobby Companies were philanthropic agencies. :o)


    yslaire says:

    Agree about PP, moreover, their starters though small they are fun to play (hu not to assemble but that’s another issue).
    AT-43 has a quite generic point cost system… But tend to give “standard” armies and redudant types of troops… Will be interesting to see the (major) differences between UNA and Red Blok.


    Zac says:

    So far, based on comments I’ve seen, the difference appear to be stat and ability based. The Red Block have lower Leadership but larger numbers and abilities to help diminish their opponents Leadership advantage.


    Hoplite says:

    Force Composition or Not?:

    I don’t think that “balance” is a reason to have rules that let players pick their own forces at all. Letting players pick their own forces clearly works AGAINST game balance. This is pretty self-explanatory, just think about chess or Avalon Hill boardgames. If you, as a designer, set the forces that players will use in any given battle then you can make the game much more balanced than you could by allowing players to choose their own armies.

    From a design perspective - that is, not thinking in terms of selling miniatures linked to a rules system - the main reason to include rules that govern force composition is simply to give players the opportunity to make choices before the game starts and invest themselves in their force so that they care about it.

    By empowering players make choices about what they bring to the battle, the force they bring to the battle now says something about they themselves - they are invested in the force. If they are invested in their force then they care about what happens to it in battle. THAT is what makes for a good game. Just like you probably won’t enjoy a movie where you don’t care about the main character, you probably won’t enjoy a wargame too much if you don’t care about your force.

    There are certainly ways to make players care about their forces - interesting fluff, cool miniatures, etc. - but from a rules perspective I don’t think there’s much you can do to get a player to care about a force unless they think of it as THEIR force, and to do this, they must somehow create it themselves. Imposing restrictions on how they can do it makes creating an effective force a challenge and lets the players feel like they’ve accomplished something by building a force that they can take pride in.

    Set forces are something I don’t like about most board games I’ve played. It is also why I rarely play scenarios with set forces - even good ones - in traditional tabletop wargames. Making choices is what gaming is all about and by not allowing me to make this big important choice I feel disempowered as a player and have less fun.

    Point Costs and Explicit Restrictions:

    Assuming that we want players to pick their own forces, what do point cost systems offer that other systems might not? Well, if I’m creating a 2000pt WHFB army and a basic trooper costs 5pts and a shield for my basic trooper only costs 1pt then I have a LOT of control over what my army is going to look like. This is good because we want players to have control over what their force looks like, that’s why we have force composition rules in the first place. Points systems are great for providing a simple way of increasing the amount of choice that players have when composing their forces.

    The downside to that is that by allowing players too many choices, making an army can get way too complicated to be enjoyable anymore. Add to this the fact that the more choices you give a player to create their own force, the more inherently unbalanced the game will get.

    This is why (I think) many systems will slap further restrictions on force composition like “You must take a Hero and X Core Units before taking anything else” in WHFB or “You must take a full platoon before taking a third unit of combat striders” in AT-43. I’ll refer to these force composition rules as “Explicit Restrictions.” The more explicit restrictions that are added, the easier it is to make a force and the more balanced a game is.

    Combining these two types of force composition rules seems quite challenging. I would argue that there are not enough explicit restrictions in 40k, leading to some crazy army lists. On the other hand, while it is still a bit early to call, I think that there are too many explicit restrictions in the AT-43 army lists. This might be why, as Zac points out, it doesn’t seem like there is much “point in having points” in AT-43 :)

    I’ve not yet seen a game that relies heavily on explicit restrictions and still gets a player invested in their force. I’m trying to design one for a game that I’m working on myself. But I think a good example of a game that combines these two types of force composition rules very well is Epic: Armaggedon. Each army list has its own explicit restrictions on groups of units, but they all share a common points cost system for individual units. Epic Armies are highly customizable but well balanced and easy to create.

    In Conclusion:

    Points cost systems cut right to the core of why force composition rules are good to have in games, but they need to be managed or they get too complicated and will be abused. This makes the game less fun.

    Explicit restrictions are much harder to abuse and make creating forces much simpler, but can remove too much choice from force creation. This will also make the game less fun.

    A well-tested game that is written by a good designer, I think, will be able to get the most out of either system and mitigate the disadvantages of both.


    Tacobake says:

    @Zac

    I stand corrected. I was impressed when their errata gave the Pyre Troll a completely new ability (some kind of Fire Shield buff), presumably to make it more competitive considering both it’s point cost and the other warbeasts in the army.


    Hoplite says:

    Wow, sorry to post an essay-length comment on your site! Lost track of time and space for a moment there :)


    Zac says:

    Well said though. Interesting thoughts to ponder


    Zac says:

    Tacobake, I think that PP realises that they can’t really ever change the point costs of their units. Modifying them to increase or decrease abilities is the only thing they can do.

    Rackham is in the same boat with Confrontation. Its next to impossible to change the point cost of a unit in the game without creating situations where people have different point costs for the same fig.

    You can see the impact of that in AT-43. They still use cards for units and as a game mechanic but the point costs are all in the faction army books and they are, as I’ve mentioned, fairly generic in that they almost seem superfluous. I’ve already read comments on the AT-43 forum about people gaming without using the unit point costs. I can certainly see that after a few games you’d really not need them to quickly figure out what appropriate force levels are in a game.


    gavroche says:

    I don’t believe in the idea that a points cost system stimulates players to build to build an attractive force they care for & truly consider to be “their guys”. When you look at games using a points system & offering a wide choice of possibilities, you see that as players get more knowledgeable about the system, more of them are more likely to focus on efficient choices (in system terms: powerful but underpriced units, cheap yet deadly combo’s…). Some possible units are never used, or would never be if there was no compulsory minimum, whereas a select few will make up most of the roster of most armies.

    Personally I’m more in favour of limiting choices for players, at least in real rules terms. That way it’s much easier to keep balance. This does not have to deprive players from building an attractive force, you can do that by selecting & painting miniatures or via cool fluff. For example, Hordes of the Things is a game which does this pretty nicely, keeping things fairly balanced by offering a limited & generic set of rules options for armies, while allowing players great freedom in deciding what the figures actually look like. In a tabletop game it’s the look & feel of the miniatures on the table that makes me care, not the rules behind them.


    Hoplite says:

    Gavroche, choosing what you think is an “efficient choice” or a “deadly combo” will definitely invest you in your chosen force. Say you come up with a particular army list that has never been seen before but that you think is a deadly combo of units. You CARE about how well that force does in a battle because YOU came up with that combo. It makes the game better because you are eager to see how well your troops do in battle and whether they can do what you hoped they could when you made the list. It is super-satisfying to pull off a combo like this.

    The problem, I think, that you are trying to address is when a particular force list that DID achieve the effect I just described is then copied by everyone with access to online forums. Now what you have is a bunch of players who really did NOT choose the force they are playing with. They are not invested in their force and gameplay suffers for both them and their opponents. This is a gaming tragedy.

    As for getting players to build attractive forces by limiting their customization options to buying/painting minis and reading fluff, I have to disagree. Would chess really be as fun a game as Epic for a wargamer if it had more background fluff and cool-looking figs? Many novelty chess-set manufacturers seem to think so and yet I still own way more Star Wars minis figs than I do chess set with Boba Fett knights and Mon Mothma queens :)

    Wargaming has some pretty unique aspects to it that separate it from other kinds of gaming and I think that players being able to build their own cool forces is one of them.


    Hoplite says:

    Oops, I meant to add “Non-Historical” in front of “Wargaming” in that last bit.


    gavroche says:

    Hoplite, usually you don’t come up with the combo. You got it from others or reading tactical advice on the internet ;-)

    What I’m getting at is that elaborate points systems, like elaborate rules that try to represent a lot of things, that are not really visible on the table, draw attention away from the tabletop & into the realm of abstract gaming. Not necessarily a bad game in that this can be quite captivating too, but not what I expect from a miniature game.

    To your novelty chess sets I would oppose playing Warhammer or Warmachine or whatever miniature game with colour-coded square cardboard counters on an abstract gameboard. Would it still be nice games? Possibly, if you like the abstract mental challenge of the game & don’t care for the visuals. It wouldn’t be a game I’d care much for because it lacks cool miniatures & terrain. What I want is playing with toy soldiers, not cracking a complex set of rules in the way an accountant can score by exploiting the tax code.

    Obviously you need good rules in addition to nice miniatures to make a game interesting, but I think we differ in what we consider “good rules”. For me, good rules draw attention to the miniatures on the table. Complex systems & the elaborate configuration rules that go with them often achieve the opposite effect, with people checking the books, making calculations etc. & then looking up to move some pieces before drifting back into rulesland.


    Hoplite says:

    Well, I certainly don’t enjoy getting an army list off the internet. But the point is that games which do have unbeatable combos don’t have them because of anything inherent in points-buy system.

    I definitely wouldn’t play WHFB if it didn’t have cool figs! I want to be as invested as possible in my army and figs are an important part of that in WHFB. But I certainly wouldn’t play WHFB if I couldn’t make a cool army list out of an army book specific to my race with at least some special rules. My army (in gaming terms) at least has to seem interesting to me, otherwise why would I be using it to game with? Why not just have it sitting in a display case?

    I’m not sure how any set of rules could be “visible on the table.” Do you mean that you just want players to be physically looking at the tabletop more than they look at the rulebook? Could you name a game as an example that achieves this effect?


    mikesilk says:

    i find it quite hilarious that Jervis would publicly voice his opinions on points considering GWs entire marketing strategy relys on selling more points/models….


    Zac says:

    How he prefers to play isn’t necessarily how he thinks everyone else plays. Give the man some credit for not trying to foist his opinion off on the rest of the gaming public.


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