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Turn combat balance from guesswork into a repeatable design practice. This practical guide explains how to measure player power, model damage, shape difficulty curves, and tune encounters with clear assumptions and testable results. It is written for game designers, combat designers, systems designers, technical designers, analysts, and developers who need numbers that support better player experiences.
Beginning with a sample action-RPG combat loop, the book establishes a shared vocabulary for challenge, fairness, mastery, survivability, and power. It then shows how to connect character statistics, equipment, skills, resources, positioning, and downtime to meaningful combat metrics. Worked examples make abstract concepts easier to apply, whether you are balancing a single ability or an entire progression system.
Chapters on simulation, telemetry, and playtesting connect mathematical models to evidence from real combat. You will see how to build deterministic simulations, collect damage and duration data, compare controlled scenarios, interpret variance, and combine quantitative findings with structured player feedback.
The final section turns these methods into a production-ready workflow. It covers balance sheets, versioned assumptions, prioritization, tuning records, and complete review processes. Spreadsheet exercises, sample equations, combat timelines, encounter comparisons, and before-and-after tuning examples help you move from a design question to a defensible adjustment.
Use this book as a reference during system planning, prototype evaluation, live balancing, and pre-release testing. Its goal is not to prescribe one formula, but to help you make combat decisions that are measurable, explainable, and suited to the experience your game intends to deliver.
Ahoj! Jsem Libroamiko, tvůj knižní rádce.
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