@ganymede said in Game Design: Avoiding Min-Maxing:
Frankly, I like FS3 because the experts don't always win. I can't tell you how many times I saw Spectre missing or not damaging Cylons, and Trash Panda miraculously made it through a frontal assault. It does what Faraday wants it to: simulate a modern combat situation. And it does it really well.
Yeah, same. If anything, FS3 tends to make lower-skilled characters more effective than a lot of systems (thereby kind of massaging the difference between them and higher-skilled/more veteran characters, which is a frustration other players have with it, but that's not the complaint).
This sort of gets at...how much is a dice system responsible for making players feel validated and important to the story? And this is not a minor thing. This is maybe the most important responsibility a GM has. But it's always going to be about a player's feelings, what they want (and don't always communicate wanting particularly well), and how well or how poorly an ST is balancing their stories and doing plots that a variety of types can be involved in. Players also have to be honest with themselves about what they want to play and...play that thing (as the game allows). But, hopefully, we don't only feel validated when we get a critical success.