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	<title>Comments on: Gaming without points</title>
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	<pubDate>Tue, 06 Jan 2009 06:32:21 +0000</pubDate>
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		<title>By: Zac</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9673</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Wed, 20 Jun 2007 03:20:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9673</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>How he prefers to play isn&#8217;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.</p>
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		<title>By: mikesilk</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9672</link>
		<dc:creator>mikesilk</dc:creator>
		<pubDate>Wed, 20 Jun 2007 03:16:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9672</guid>
		<description>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....</description>
		<content:encoded><![CDATA[<p>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&#8230;.</p>
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		<title>By: Hoplite</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9655</link>
		<dc:creator>Hoplite</dc:creator>
		<pubDate>Tue, 19 Jun 2007 19:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9655</guid>
		<description>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?</description>
		<content:encoded><![CDATA[<p>Well, I certainly don&#8217;t enjoy getting an army list off the internet.  But the point is that games which do have unbeatable combos don&#8217;t have them because of anything inherent in points-buy system.</p>
<p>I definitely wouldn&#8217;t play WHFB if it didn&#8217;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&#8217;t play WHFB if I couldn&#8217;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?</p>
<p>I&#8217;m not sure how any set of rules could be &#8220;visible on the table.&#8221;  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?</p>
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		<title>By: gavroche</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9621</link>
		<dc:creator>gavroche</dc:creator>
		<pubDate>Tue, 19 Jun 2007 09:30:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9621</guid>
		<description>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 &#38; 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 &#38; don't care for the visuals. It wouldn't be a game I'd care much for because it lacks cool miniatures &#38; 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 &#38; the elaborate configuration rules that go with them often achieve the opposite effect, with people checking the books, making calculations etc. &#38; then looking up to move some pieces before drifting back into rulesland.</description>
		<content:encoded><![CDATA[<p>Hoplite, usually you don&#8217;t come up with the combo. You got it from others or reading tactical advice on the internet ;-)</p>
<p>What I&#8217;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 &amp; 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.</p>
<p>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 &amp; don&#8217;t care for the visuals. It wouldn&#8217;t be a game I&#8217;d care much for because it lacks cool miniatures &amp; 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.</p>
<p>Obviously you need good rules in addition to nice miniatures to make a game interesting, but I think we differ in what we consider &#8220;good rules&#8221;. For me, good rules draw attention to the miniatures on the table. Complex systems &amp; the elaborate configuration rules that go with them often achieve the opposite effect, with people checking the books, making calculations etc. &amp; then looking up to move some pieces before drifting back into rulesland.</p>
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		<title>By: Hoplite</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9620</link>
		<dc:creator>Hoplite</dc:creator>
		<pubDate>Tue, 19 Jun 2007 08:48:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9620</guid>
		<description>Oops, I meant to add "Non-Historical" in front of "Wargaming" in that last bit.</description>
		<content:encoded><![CDATA[<p>Oops, I meant to add &#8220;Non-Historical&#8221; in front of &#8220;Wargaming&#8221; in that last bit.</p>
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		<title>By: Hoplite</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9619</link>
		<dc:creator>Hoplite</dc:creator>
		<pubDate>Tue, 19 Jun 2007 08:36:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9619</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Gavroche, choosing what you think is an &#8220;efficient choice&#8221; or a &#8220;deadly combo&#8221; 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.</p>
<p>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.</p>
<p>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 :)</p>
<p>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.</p>
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		<title>By: gavroche</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9617</link>
		<dc:creator>gavroche</dc:creator>
		<pubDate>Tue, 19 Jun 2007 06:25:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9617</guid>
		<description>I don't believe in the idea that a points cost system stimulates players to build to build an attractive force they care for &#38; truly consider to be "their guys". When you look at games using a points system &#38; 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 &#38; 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 &#38; 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 &#38; feel of the miniatures on the table that makes me care, not the rules behind them.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t believe in the idea that a points cost system stimulates players to build to build an attractive force they care for &amp; truly consider to be &#8220;their guys&#8221;. When you look at games using a points system &amp; 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&#8217;s&#8230;). 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.</p>
<p>Personally I&#8217;m more in favour of limiting choices for players, at least in real rules terms. That way it&#8217;s much easier to keep balance. This does not have to deprive players from building an attractive force, you can do that by selecting &amp; 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 &amp; 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&#8217;s the look &amp; feel of the miniatures on the table that makes me care, not the rules behind them.</p>
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		<title>By: Zac</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9613</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Tue, 19 Jun 2007 02:52:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9613</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Tacobake, I think that PP realises that they can&#8217;t really ever change the point costs of their units. Modifying them to increase or decrease abilities is the only thing they can do.</p>
<p>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.</p>
<p>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&#8217;ve mentioned, fairly generic in that they almost seem superfluous. I&#8217;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&#8217;d really not need them to quickly figure out what appropriate force levels are in a game.</p>
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	<item>
		<title>By: Zac</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9612</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Tue, 19 Jun 2007 02:46:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9612</guid>
		<description>Well said though. Interesting thoughts to ponder</description>
		<content:encoded><![CDATA[<p>Well said though. Interesting thoughts to ponder</p>
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		<title>By: Hoplite</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9610</link>
		<dc:creator>Hoplite</dc:creator>
		<pubDate>Tue, 19 Jun 2007 00:38:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9610</guid>
		<description>Wow, sorry to post an essay-length comment on your site!  Lost track of time and space for a moment there :)</description>
		<content:encoded><![CDATA[<p>Wow, sorry to post an essay-length comment on your site!  Lost track of time and space for a moment there :)</p>
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		<title>By: Tacobake</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9609</link>
		<dc:creator>Tacobake</dc:creator>
		<pubDate>Tue, 19 Jun 2007 00:38:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9609</guid>
		<description>@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.</description>
		<content:encoded><![CDATA[<p>@Zac</p>
<p>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&#8217;s point cost and the other warbeasts in the army.</p>
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		<title>By: Hoplite</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9608</link>
		<dc:creator>Hoplite</dc:creator>
		<pubDate>Tue, 19 Jun 2007 00:36:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9608</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Force Composition or Not?:     </p>
<p>     I don&#8217;t think that &#8220;balance&#8221; 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.</p>
<p>     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. </p>
<p>     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&#8217;t enjoy a movie where you don&#8217;t care about the main character, you probably won&#8217;t enjoy a wargame too much if you don&#8217;t care about your force.  </p>
<p>     There are certainly ways to make players care about their forces - interesting fluff, cool miniatures, etc. - but from a rules perspective I don&#8217;t think there&#8217;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&#8217;ve accomplished something by building a force that they can take pride in.</p>
<p>     Set forces are something I don&#8217;t like about most board games I&#8217;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. </p>
<p>Point Costs and Explicit Restrictions:</p>
<p>     Assuming that we want players to pick their own forces, what do point cost systems offer that other systems might not?  Well, if I&#8217;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&#8217;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.</p>
<p>     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.</p>
<p>     This is why (I think) many systems will slap further restrictions on force composition like &#8220;You must take a Hero and X Core Units before taking anything else&#8221; in WHFB or &#8220;You must take a full platoon before taking a third unit of combat striders&#8221; in AT-43.  I&#8217;ll refer to these force composition rules as &#8220;Explicit Restrictions.&#8221;  The more explicit restrictions that are added, the easier it is to make a force and the more balanced a game is. </p>
<p>     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&#8217;t seem like there is much &#8220;point in having points&#8221; in AT-43 :)</p>
<p>     I&#8217;ve not yet seen a game that relies heavily on explicit restrictions and still gets a player invested in their force.  I&#8217;m trying to design one for a game that I&#8217;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.  </p>
<p>In Conclusion:</p>
<p>     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.</p>
<p>     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.</p>
<p>     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.</p>
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		<title>By: Zac</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9600</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Mon, 18 Jun 2007 20:38:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9600</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>So far, based on comments I&#8217;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.</p>
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		<title>By: yslaire</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9599</link>
		<dc:creator>yslaire</dc:creator>
		<pubDate>Mon, 18 Jun 2007 20:35:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9599</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Agree about PP, moreover, their starters though small they are fun to play (hu not to assemble but that&#8217;s another issue).<br />
AT-43 has a quite generic point cost system&#8230; But tend to give &#8220;standard&#8221; armies and redudant types of troops&#8230; Will be interesting to see the (major) differences between UNA and Red Blok.</p>
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	<item>
		<title>By: yslaire</title>
		<link>http://www.tabletopgamingnews.com/2007/06/17/8245/comment-page-1#comment-9598</link>
		<dc:creator>yslaire</dc:creator>
		<pubDate>Mon, 18 Jun 2007 20:31:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/?p=8245#comment-9598</guid>
		<description>@ 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)</description>
		<content:encoded><![CDATA[<p>@ zac &#8220;They are intended to get you playing and expanding your army so it seems unlikely that they would provide a lot of replay value&#8221;</p>
<p>Sorry. I thought Hobby Companies were philanthropic agencies. :o)</p>
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