But... but... that's one of the best things about this kind of games! If you get rid of min-maxing and powergaming, you get rid of 99% of fun.DeusExNoctis wrote:too many stats leads to min/maxing or people spending waaaaay too much time on trying to make the most efficient possible character.
You see, the more attributes there are, the more options you have, at least in theory. If character development is too streamlined, the number of options get limited severely. If you only have 3 attributes but a party of 6, where is room for variety? You could answer, "in skills", but to that I'll answer, "why not have both?" Having both a good number of attributes and a good number of skills would be better than having to rely entirely on skills if attributes are too limited.
But the attributes must be as well-balanced as possible and each stat must make sense. That much I can agree on.
(As an aside, I wonder how Ken St. Andre's Tunnels & Trolls handles all this attribute thing.)
What is annoying to some is fun to others. After all, what is "too complex"? Are Paradox strategy games too complex? Despite their complexity they have a strong niche following, and I'd rather have an "old school"-style CRPG aim for that kind of complexity than go down the Skyrim path (which brought the industry to where we currently are in the first place).Tanglebones wrote:if the system is so complex that it becomes annoying to figure out whether a certain stat, or a certain kind of character build or whatever is better than another, that can turn a lot of players off.