Re: Avoiding mistakes in char gen/early game
There's no reason why you could make each stat equally useful, even for skill acquisition (eg split abilities into 'strength skills', 'dexterity skills', etc) - but that's only one symptom of the underlying problem.
More choices mean more customisation, and many players love customisation. But the more decisions you can make, the more likely you are to make a bad one, and players will make mistakes. Furthermore, particularly for games that are still in heavy development, the relative strength of different abilities will be in a state of flux. It's bad enough forcing players to restart because they made a mistake, but forcing a top player to restart because his carefully optimised character has just been nerfed is really unfair.
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