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How to design a game where players don't seek to min-max
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<blockquote data-quote="System Ufera" data-source="post: 6474047" data-attributes="member: 6671268"><p>The way things are designed right now, players can spend 5 XP (most things cost 1 or 2) to increase an attribute by 5 (the system is percentile), and they can do so up to four times per level, for a total of 20 XP (in case it matters, each level is separated by 40 XP). At first, I thought that this was going to result in players increasing a single attribute either once or twice per level, and dividing the rest between secondary and tertiary attributes (possibly even saving 5 of the 20 XP for other things), which should be enough to get one's Talent (the number they have to roll beneath, as per most percentile systems; there's also a "Difficulty," which players must roll above to succeed, which can be lowered by certain means to prevent diminishing returns) for their primary abilities at 100 by level 6 or so (there's theoretically an infinite number of levels one can gain, but I'm right now designing the game to accommodate character up to level 20).</p><p></p><p>Instead, players are spending all of their 20 XP for attribute increases on two attributes, which is what I'm trying to discourage.</p><p></p><p></p><p></p><p>I'm already *sort of* doing 3; success and degrees of success are determined in separate checks. I think I'll still do that, to preserve realism; getting hit with a giant hammer is going to hurt more than getting poked with a dagger, after all.</p><p></p><p>Early on in development, I was trying to apply 4. Back then, there was a lot more XP per level (things would cost more, too), and attributes and skills were purchased point-by-point, rather than in 5-point increments; the sheer quantity of point purchasing made it difficult to track how much points were spent on what, and it was decided that the way things were going, it was too complex. I suppose I could try it again, now that the attributes are purchased in 5-point increments...</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6474047, member: 6671268"] The way things are designed right now, players can spend 5 XP (most things cost 1 or 2) to increase an attribute by 5 (the system is percentile), and they can do so up to four times per level, for a total of 20 XP (in case it matters, each level is separated by 40 XP). At first, I thought that this was going to result in players increasing a single attribute either once or twice per level, and dividing the rest between secondary and tertiary attributes (possibly even saving 5 of the 20 XP for other things), which should be enough to get one's Talent (the number they have to roll beneath, as per most percentile systems; there's also a "Difficulty," which players must roll above to succeed, which can be lowered by certain means to prevent diminishing returns) for their primary abilities at 100 by level 6 or so (there's theoretically an infinite number of levels one can gain, but I'm right now designing the game to accommodate character up to level 20). Instead, players are spending all of their 20 XP for attribute increases on two attributes, which is what I'm trying to discourage. I'm already *sort of* doing 3; success and degrees of success are determined in separate checks. I think I'll still do that, to preserve realism; getting hit with a giant hammer is going to hurt more than getting poked with a dagger, after all. Early on in development, I was trying to apply 4. Back then, there was a lot more XP per level (things would cost more, too), and attributes and skills were purchased point-by-point, rather than in 5-point increments; the sheer quantity of point purchasing made it difficult to track how much points were spent on what, and it was decided that the way things were going, it was too complex. I suppose I could try it again, now that the attributes are purchased in 5-point increments... [/QUOTE]
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