@faraday said in Game Design: Avoiding Min-Maxing:
- It expects that people will be familiar with the dice mechanic and associated statistics to figure out what those pools give them in practice, which is often not at all obvious when you factor in modifiers, merits, etc. Especially for new people.
You're right. Merits and things like that throw everything off a little. But the Storyteller system, at its basic, is Attribute + Skill. This is what you should expect for your pool, and all situational modifiers and merit adjustments are frills that apply sometimes, but not all the time.
So, I've described the basics of the Storyteller System in three sentences. That doesn't mean it's a good system, of course, but I concur with The Sands in that it is pretty basic.
I like it better than THAC0, at least.
- It doesn't provide any consistency across players. Two people may intend for their characters to be comparably skilled (let's say... both modestly successful pilots fresh out of flight school) and end up with wildly different dice pools completely by accident because they're just not on the same page as to what's appropriate.
On BSG:U, the +census feature was great because it allowed you to see how others built their PCs. I strongly advocate for open sheets on all games, even PvP ones. This is a good way for folks to meet expectations.
Also, staff. As I've said countless times, I carefully look at applications when I'm staff, and I offer up suggestions to folks where I feel it is appropriate. Because sometimes a person is a newbie, doesn't know how to strategically allocate points, and genuinely appreciates it when someone takes an interest in their enjoyment on a game.
But I think that they can provide a lot of value if you can manage to get them right.
And I agree. That's why I like L5R's roll-and-keep system or DP9's Silhouette system. In fact, the latter is probably the best system I've found to accurately describe skill level, skill complexity, and attributes. Basically:
- You roll a number of d6 equal to your Skill Level, generally 1-5 (although it can go up to ten).
- You pick the highest result if you roll more than one die. If you roll more than one 6, you get a +1 to the result for each additional 6; so, if you rolled three dice and got 3, 6, and 6, the result is a 7.
- If unskilled, roll 2 dice and pick the lowest result.
- If your result is a 1, you fumble.
- Apply your Attribute modifier to the result. An "Average" attribute gives you a 0.
- Apply your Complexity modifier to the result. If your PC's Skill Complexity is equal to the Task's Complexity, you get a 0 modifier.
- Compare the result to the Threshold or opposing roll. Determine Margin of Success or Margin of Failure to determine outcome.
It sounds more complex that it is, but, really, the Silhouette system is light and very versatile.