For some attributes this is perhaps fair depending on the setting. But for things like a character's physical strength, this is obviously a poor model.
Relic of D&D? Cherished mechanic that would cause you to have a melty
not a big fan. But I'll admit it might not be annoying if the game is short or if we have an established character, like Kaban from "Planet Alcatraz".rusty_shackleford wrote: β January 16th, 2026, 18:13Largely inherited from D&D(either directly or indirectly e.g., D&D~>GURPS~>Fallout), it is not uncommon to see RPGs have character attributes that either cannot increase or can only increase marginally during the playthrough of the game.
For some attributes this is perhaps fair depending on the setting. But for things like a character's physical strength, this is obviously a poor model.
Relic of D&D? Cherished mechanic that would cause you to have a meltyif it was missing? Don't particularly care at all?
I see this as a problem if the development to success is based on an ideal metric of development. So in those cases, absolutely this is an issue.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
The only reason I want to engage in character building beyond class selection is to find an intersection of systems the designer didn't intend and abuse it, or to build something novel. Otherwise I don't see the point in the granularity.Xenich wrote: β January 16th, 2026, 21:35I see this as a problem if the development to success is based on an ideal metric of development. So in those cases, absolutely this is an issue.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
In games of the past I played, this wasn't usually a problem. Basic understanding of stats was enough to achieve success to the end of the game. Sure, poor selections would mean difficulty, but providing the person wasn't a complete moron, poor character and party development could still achieve some success with some effort. If not, well... that is part of the game, which as I said, because the range to "success" was rather broad, if a person was so inept in their play that they failed and even "reloads for RNG favors" were not enough, it really meant they should start over and rethink their approach.
I do agree some games with extremely complex and very narrowed success paths are an issue though and in those cases, this is where heavily guided manuals should be present to guide the player on "how" to play the game.
Interesting way to look at it. I never thought of it from that perspective.J1M wrote: β January 16th, 2026, 21:39The only reason I want to engage in character building beyond class selection is to find an intersection of systems the designer didn't intend and abuse it, or to build something novel. Otherwise I don't see the point in the granularity.Xenich wrote: β January 16th, 2026, 21:35I see this as a problem if the development to success is based on an ideal metric of development. So in those cases, absolutely this is an issue.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
In games of the past I played, this wasn't usually a problem. Basic understanding of stats was enough to achieve success to the end of the game. Sure, poor selections would mean difficulty, but providing the person wasn't a complete moron, poor character and party development could still achieve some success with some effort. If not, well... that is part of the game, which as I said, because the range to "success" was rather broad, if a person was so inept in their play that they failed and even "reloads for RNG favors" were not enough, it really meant they should start over and rethink their approach.
I do agree some games with extremely complex and very narrowed success paths are an issue though and in those cases, this is where heavily guided manuals should be present to guide the player on "how" to play the game.
It's theoretically there if you want to try to differentiate yourself, ie you want a fighter with some magic capability so you divert some points away from STR to invest into INT to increase magic potency. But you almost always just wind up gimping yourself compared to total commitment in one stat.Norfleet wrote: β January 16th, 2026, 23:27Ability scores as described above are essentially a vestige of the old D&D era, where we rolled ability scores. These days, ability scores are almost entirely a point-buy system and thus functionally indistinguishable from a class/subclass, serving little purpose except to take up space on your character sheet. You are a fighter, therefore, you have high strength. You are a wizard, therefore, you have high Int. Your point-buy limitations then define the rest of your scores. It's rigid to the point where it may as well just be baked into your class.
That's just joining the "Battlemage" class.Val the Moofia Boss wrote: β January 16th, 2026, 23:33It's theoretically there if you want to try to differentiate yourself, ie you want a fighter with some magic capability so you divert some points away from STR to invest into INT to increase magic potency.
Hybrid classes tend to wind up gimped, yes. I mean, it sorta has to be: If you were as good as the pure class, the pure class would have no point.Val the Moofia Boss wrote: β January 16th, 2026, 23:33But you almost always just wind up gimping yourself compared to total commitment in one stat.
Most developers do a terrible job because they are not competent gamers. "Lying" is giving them too much credit. They don't know, either. Their game is built on a cargo-cult design where most patterns are slavishly imitated, with the ramifications of snowflake design decisions never explored, merely crammed in there in an attempt to distinguish themselves from being totally unoriginal. The space for player exploration thus falls into this region of developer oversight, the space where the pattern and the special snowflakery collide.J1M wrote: β January 16th, 2026, 21:28The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
Yes, and there's also the spreadsheet design fad where they 'balance' things in Excel without real-world testing.Norfleet wrote: β January 16th, 2026, 23:43Most developers do a terrible job because they are not competent gamers. "Lying" is giving them too much credit. They don't know, either. Their game is built on a cargo-cult design where most patterns are slavishly imitated, with the ramifications of snowflake design decisions never explored, merely crammed in there in an attempt to distinguish themselves from being totally unoriginal. The space for player exploration thus falls into this region of developer oversight, the space where the pattern and the special snowflakery collide.J1M wrote: β January 16th, 2026, 21:28The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
An interesting and very underused design is emergent character building where you get new options to pick from that simply were not available or made known at character creation time.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
Alpha Protocol did something adjacent, where completing actions in game (50 stealth kills!) applied perks to your character. I think these systems can work, but I wouldn't want them to be in every game.rusty_shackleford wrote: β January 17th, 2026, 03:16An interesting and very underused design is emergent character building where you get new options to pick from that simply were not available or made known at character creation time.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
A recent example is Outer Worlds 2, I decided to spread my skill points out to be a jack-of-trades character and there was actually a flaw(? whatever it's called) for it. You don't know these exist until it's triggered unless you cheat and look it up. After I spread my points thin enough I got offered the flaw where I had to put my skill points into the non-zero skill with the lowest score when leveling up, but received additional skill points. Cool.
I agree. ******* Bonds for example is unplayable if you **** up in the character creation.J1M wrote: β January 16th, 2026, 21:28My preference is for fewer, more meaningful, choices.
The vast majority of game developers do a terrible job of explaining stats in their games, do a terrible job of giving players enough information at character creation to build a character, and often outright lie to player with regards to how important certain stats are.
D&D gets a pass here because you can be reasonably expected to know that system and there are lots of resources available online.
rusty_shackleford wrote: β January 16th, 2026, 23:09Rolemaster has two ability score values: actual and potential, with you never being able to increase your actual above your potential during play.
I like this for ultima games. Also, abilities don't need to go above 10 in these types of games, but if they do the game should react to it. 11 Charisma should be as far from 10 as 6 is. People should either run away and lock their doors, or worship and follow me.rusty_shackleford wrote: β September 12th, 2025, 16:22Rolemaster did thismaidenhaver IV wrote: β September 12th, 2025, 16:16In a cRPG, I'd want those ability scores to represent your characters' genetic potential.

Game design that relies on players not knowing how to play the game is bad game design, though.rusty_shackleford wrote: β January 17th, 2026, 03:16An interesting and very underused design is emergent character building where you get new options to pick from that simply were not available or made known at character creation time.
Ribaorld is like that. Characters are just shat out at random, having entirely random stats, and you decide which ones get to join the party, and which ones get recycled for parts and eaten. Even they don't entirely stick the landing: The beginning of the game where you select the initial party is still rather annoying in vanilla. But in every other game, processing candidate options is never enjoyable at any point in the game. In Ribaorld, rejecting candidates can be very entertaining.J1M wrote: β January 17th, 2026, 19:17Has anyone made a videogame where it was fun to receive random stats and then make other selections dependent on that?
That's a perfectly valid point, yes: We COULD just have a single race that does everything...we could call it, say, "Human", and not bother with any other race. This would save a lot on the costume budget, since we'd no longer need the Spock ears, hair dye, body paint, and prosthetic horns. After all, introducing other "races" simply increases the amount of rubber forehead prosthetics we have to have. If a race option has a mechanical advantage in a given class, it becomes the obvious pick. If they DON'T have a mechanical advantage, then what's the point?Xenich wrote: β January 16th, 2026, 20:09So if I pick a weak race, for the advantage of their intelligence, should I then be able to achieve equal merit with a race who is strong?
At that point, why bother with races or the differences in-between, why not just call them "Bob" and allow them a skill based progression that pays no attention?
There are more differences between the races of human than between fantasy/scifi human and other aliens.Norfleet wrote: β January 17th, 2026, 22:17That's a perfectly valid point, yes: We COULD just have a single race that does everything...we could call it, say, "Human", and not bother with any other race. This would save a lot on the costume budget, since we'd no longer need the Spock ears, hair dye, body paint, and prosthetic horns. After all, introducing other "races" simply increases the amount of rubber forehead prosthetics we have to have. If a race option has a mechanical advantage in a given class, it becomes the obvious pick. If they DON'T have a mechanical advantage, then what's the point?Xenich wrote: β January 16th, 2026, 20:09So if I pick a weak race, for the advantage of their intelligence, should I then be able to achieve equal merit with a race who is strong?
At that point, why bother with races or the differences in-between, why not just call them "Bob" and allow them a skill based progression that pays no attention?
Besides, races are either unimaginative, recycled slop, or special snowflakery that a player new to your setting (read: anyone playing the game) will have basically zero understanding of, and therefore, they will not know anything about whatever pretentious writefaggotry you've made about them.
So yes, why NOT just have Humans as the only playable race option? The only real purpose for other races is just to cater to furries. Everyone else is just a human with added rubber anyway, and maybe a stat adjust that pigeonholes them into a specific set of classes.
Exactly, so we don't actually need non-human races, which the player wouldn't know how to properly play anyway, leaving them as nothing more than a human with a rubber prosthetic.maidenhaver wrote: β January 18th, 2026, 10:48There are more differences between the races of human than between fantasy/scifi human and other aliens.