The Feats/Skills/Traits system would make that kind of dial really easy to adjust.
I hope this is the case
And I think that's really all that matters. A game where a player can purposefully choose to nerf himself down to a level of incompetence if that's what he/she wants to do, as opposed to a facet of the game already nerfed so that there's no place to go.
And when I say keep the basic design within 6/3/3 as opposed to 10/1/1... I mean that from a "normal" (non-mix-maxed) player point of view. A new player cracking open the book and just following the basic design of Race/Class/Background/Theme to create a "combat" character should probably not result in anything further than 6/3/3. However... the min-maxer should be able to take the tools at his disposal and get down to 6/1/1 if they so chose (through careful selection of choices that do absolutely nothing if not outright harm the other pillars for the character.)
We can have faith that a min-maxer (with emphasis on the min) can drop his PC down to a really poor point. We just need to make sure that that kind of incompetence doesn't just happen accidentally to someone who isn't trying to accomplish it.
Well, I'm also an advocate of a person who is able to push themselves above a "6" in the scale that you describe. So, I'd like the min-maxer to be able to achieve a 8/1/1, if they want. Maybe not 10/1/1, but some return on the hurt they've given themselves.
Again, I'm all for making it clear exactly what this does to balance. Mutants & Masterminds has a little entry next to time travel saying "hey, this superpower can mess things up. Be careful allowing it." This is not bad design, necessarily. It's certainly not forced design.
The good part is it's optional. This isn't "your class can do this, but it's stupidly powerful. But, be careful when you use it; it's stupidly powerful, and can mess things up!" That is, you're not
given the ability, then warned about using it. It's completely optional. M&M makes it "you can take this, but be careful with it, as it may make the game worse." That's good advice. If certain things say "you can do this to make your character hyper-specialized, but be careful, it'll make you great in your area while making you contribute little or nothing outside of it, which can upset the game's assumed balance" I'm okay with that.
I want the option to be incompetent in areas, but I want some return on it, even if it's not 1 for 1. If it's a scale of 3/3/3, maybe every time I raise an area over 3 I lose 1 point in the other two areas. So, I can have a 5, but I'm at 5/1/1. I can have a 4, but that puts me at 4/2/2 or 4/3/1, my choice. Obviously 3/3/3 is the most rewarded (it has the highest total), and 5/1/1 is the most punished (it has the lowest total), but I have the option on how to control my concept.
I want to be able to be trade things, and I'm a much bigger fan of advice on "hey, this mess things up" than I am of "no, you must be proficient in these areas, and no, you cannot shine more than other people in these things, even if you hyper-specialize." But, I think that advice is a lot more necessary, whether we're talking about playing well with the party (alignments, gods, mercenary vs morality, etc.), not bringing in-game conflict into real life, etc. Again, though, I'm okay with balance being the baseline, and this all being optional or in a module. And, again, these are just my preferences. As always, play what you like
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