@bored said in Game Design: Avoiding Min-Maxing:
The linear vs. exponential CG thing is just it's own category of problem, and one that game designers should have learned better by now (sorry @faraday). Or maybe they have learned, but its the easier option. Path of least resistance.
There are huge advantages to an exponential system. The biggest is that it helps to minimize the gap between your dinos and your (relatively) new players. For an example if your system assumes you're using a simple 2^X system for the amount of XP required to gain a level than a person who has been playing for 2 years has a 1 point advantage over someone who has been playing for 1 year and a 2 point advantage over someone who has been playing for 6 months.
It also means that while there's an advantage to being specialized but it isn't overwhelming. My knight has spent all of his points on Sword and nothing else. He's got an advantage over someone else who has spent half their points on Sword and the other half has been split up between Axe, Crossbow, and Lance, but his advantage isn't overwhelming and in fact there's every opportunity he will lose in a fight (because a smart opponent will stand back and shoot me. Why engage me in the skill I spent all my point on?)
You'll have to tune aspects of your game so that a 1 or 2 point advantage ends up about where you want, of course. If the Challenge Resolution System is roll 1d6 and add your score than a 2 point advantage is pretty significant. If it is roll 1d100 and add your score than the advantage is miniscule. I'm a huge fan of using a sigmoidal probability curve, but that's a whole different thing.
The problem that this system has is the math is harder than simple linear math. If your using 2^X it's pretty simple but you may discover that 1.5^X or 2.8^X works better for the progression that you want. I'll be real honest and say that this is a component I would normally 'hide' from the players. I would just have them dump XP into the stat as they want. Of course this means you have to use a discontinuous system (meaning having a skill with a value of 3.42 actually means something, so most systems where you are rolling X dice go right out the window).
The other thing you really can't do is use a linear system for character generation. You need to use a system more along the lines of 'everyone starts with 1 year of XP, buy your stats'. Otherwise you will absolutely have people min-max the Hell out of the system. It's not that they are bad people. You've created a system that encourages that.
Incidentally, if I absolutely had to build a MU system from scratch this is probably the position I would start from. Attributes would never add directly to a skill to determine if you successfully used the skill. Instead they would modify the XP that has been spent. The most dexterous guy in the world is still going to suck pretty badly the first time he tries to drive because he has absolutely no skill at it, however it won't take him very much XP before he has a high enough score to qualify for a license. Since the system is geometric people won't end up sacrificing much from their 'critical skills' so they can handle basic tasks like driving, reading, or doing basic math.
Sure, if someone wants to sacrifice those skills so that they can get an edge on being a swordsman they could, but the gain would be pretty minimal. More importantly, if they decide to 'buy off' the fact they are missing those skills they will end up at the same point as someone who started with them and took slightly lower critical skills. There is no incentive to sacrifice something and then immediately buy it off after you've cleared CG. Sacrifice it and keep the sacrifice? Sure. Not take the skill at CG because you know you'll have the XP in a week to buy it and you'll end up with higher stats? Not so much.