@surreality said in Game Design: Avoiding Min-Maxing:
@seraphim73 Yup. (And at some point I am going to try to borrow you and @faraday or something because y'all and math are friends and math's mean to me, she won't let me sit at the cool kids' table.
)
Any time, I'm happy to talk game design, even if most of what I do is by feel and brute force, rather than crunching the numbers super-hard.
"Oh, honey. That's why you don't play with people that stupid, it's not good for you."
Observe the complete lack of any actual clarification in this answer, and... <clink> ...cheers.
Yeah, that's not just a bad game designer, that's a bad listener and a bad person. Cheers. And yes, bottoms up.
@packrat said in Game Design: Avoiding Min-Maxing:
It is really hard to balance both character generation and system though to make a non specialist viable without turning everyone into some kind of omnicompetent demigod.
It shouldn't be hard though, should it? Just use XP in Chargen. Everyone is on the same footing. You can make a Specialist, but they won't have the same supporting skills as the Generalist. But since chargen uses the same system as in-game advancement, if the Generalist wants to match the Specialist, they can, right about the same time the Specialist matches them.
Then it's just a question of whether you want to do that, or you want to enable different starting points so that people can tell different stories.
@faraday said in Game Design: Avoiding Min-Maxing:
Make the system you like and then never share it with anyone.
Noooooo!