Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How to design a game where players don't seek to min-max
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="System Ufera" data-source="post: 6474499" data-attributes="member: 6671268"><p>It seems that my goal with this thread still isn't all that clear. The thing is, my game is rather different than other games in terms of how valuable any given stat is to any given character, which I've tried explaining. Unlike with games such as DnD, where an optimized character would only focus on one or two things (and do so because they only really benefit from one or two things), my game will involve meaningful benefits for most characters from many different investments.</p><p></p><p>Take the warrior. I've already mentioned how the warrior would benefit from a decent Resolve (he/she won't be scared easily). But Resolve, as an attribute, isn't even tertiary for a warrior. Warriors would pay attention to Strength first; depending on the weapon type, they would then pay attention to either Agility or Constitution as a secondary; then what they didn't choose as a secondary would likely tie with Instinct (helps w/ reactions and battlefield awareness) for tertiary. Attributes such as Resolve and Willpower (the difference is that Resolve is more defensive, whereas Willpower is more forceful and adrenaline-based), despite not being among the top 3 tiers of importance, would still give important (and even needed) benefits to a warrior, those being Morale and Hero Points, respectively. The three remaining attributes, those being Charisma, Knowledge, and Wisdom, can still be useful for certain types of warriors, such as generals, warriors who study their enemies for weaknesses and/or movement patterns, etc. Heck, there's already an edge that expands a weapon's crit range, which requires a small investment in Wisdom.</p><p></p><p>One of the problems here is that I'm not sure, in terms of game design or otherwise, how to reinforce this idea for the players. As a result, the players who are currently testing my game are hitting the point of diminishing returns for the stuff they're good at (for example, life or death is binary, and so dealing more damage to an already dead enemy won't help), and I'm afraid that they'll get into a TPK situation when I get around to designing encounters with enemies that can cause status effects (such as those based on fear).</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6474499, member: 6671268"] It seems that my goal with this thread still isn't all that clear. The thing is, my game is rather different than other games in terms of how valuable any given stat is to any given character, which I've tried explaining. Unlike with games such as DnD, where an optimized character would only focus on one or two things (and do so because they only really benefit from one or two things), my game will involve meaningful benefits for most characters from many different investments. Take the warrior. I've already mentioned how the warrior would benefit from a decent Resolve (he/she won't be scared easily). But Resolve, as an attribute, isn't even tertiary for a warrior. Warriors would pay attention to Strength first; depending on the weapon type, they would then pay attention to either Agility or Constitution as a secondary; then what they didn't choose as a secondary would likely tie with Instinct (helps w/ reactions and battlefield awareness) for tertiary. Attributes such as Resolve and Willpower (the difference is that Resolve is more defensive, whereas Willpower is more forceful and adrenaline-based), despite not being among the top 3 tiers of importance, would still give important (and even needed) benefits to a warrior, those being Morale and Hero Points, respectively. The three remaining attributes, those being Charisma, Knowledge, and Wisdom, can still be useful for certain types of warriors, such as generals, warriors who study their enemies for weaknesses and/or movement patterns, etc. Heck, there's already an edge that expands a weapon's crit range, which requires a small investment in Wisdom. One of the problems here is that I'm not sure, in terms of game design or otherwise, how to reinforce this idea for the players. As a result, the players who are currently testing my game are hitting the point of diminishing returns for the stuff they're good at (for example, life or death is binary, and so dealing more damage to an already dead enemy won't help), and I'm afraid that they'll get into a TPK situation when I get around to designing encounters with enemies that can cause status effects (such as those based on fear). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How to design a game where players don't seek to min-max
Top