Mar 1, 2018, 6:38 PM

@d-bone said in Game Design: Avoiding Min-Maxing:

So in systems like Faraday/WoD/L5R/Etc I tend to always min-max because they have multiplicative xp costs. This is justto get what I want to get out of cgen. I then try and fill in the cheaper gaps and flesh out a sheet. If the system is designed with a flat additive systems where everything costs the same amount at all times, then I'm willing to 'waste' points on skills that won't make me the most super optimized at everything. This is contingent on the expectation that as a player I can achieve my goals during the course of play.

I tend to be the opposite, regardless of system I first build a character that is competent at their primary task as priority one but in systems with multiplicative costs I spread points around more with xp because the side things are relatively cheap. If the coast is flat I just keep piling point into the core skills for the character until I hit the limit either imposed by the system or the person running the game, because if everything costs the same there is no sane reason not to spend on what you will be rolling the most, because for any skill in existence I can come up with a perfectly IC reason for a character not to have it.