...which is that as much as I loathe the "everything is optimal and nothing hurts" school of power game theory, I've spent enough time around those types of gamers that I've subconsciously internalized a lot of their thinking about things.
One of the things I have striven for in my game design for both AWW and Adventure Song is to present players with interesting choices about what to put where, and how specialized they want to be. But after calibrating so much of the game around the deep end of the stat pool, I always seem to end up overcompensating on the side of "make sure they have enough points".
For instance, after having almost reflexively calculated the sweet spot for the intersection of dexterity and strength given the armor system I'm using in Adventure Song, I ended up designing the attribute allocation system around making sure every character hits their class's sweet spot... perfect defense for everyone at level 1, with no room to grow outside of magic.
I've ended up scrapping that attribute allocation system in favor of one that is radical by my standards, though fairly conservative: distribute 60 points among the 6 attributes (using the old stand-bys), minimum 5 and maximum 14, then apply bonuses (with humans getting 5 points to spend anywhere, as long as nothing's above 18.) Yes, I'm starting with the idea that the human baseline should mean something. I still subscribe to the idea that a heroic adventurer should be larger than life from level 1, but that's what the 5 bonus points are for. My original scheme was 70 points and then +5, which is pretty firmly in Lake Wobegon territory (you know, where the halflings are strong, the dwarves are good-looking, and all the player characters are above average).
And as I write this, I realize that one of my qualms in nerfing the attributes to be based on the idea of average as... average... is that I've written into the game a very generous initial armor listing for each class that was also based around hitting that sweet spot. I did it because under the pricing scheme I'm using, metal armor is prohibitively expensive for starting characters. But as long as every character class either gets free armor or is optimized to have similar miss rates without it, those numbers are really just numbers. I honestly didn't intend for the best armor to be in player hands at level 1, but it fell into a blind spot.
So clearly I have some more adjustments to make here, in myself and the game.
After playing around with the 60+5 attribute system, I think I'm going to stick with it. I came up with a suggested quick matrix for humans that goes 15, 13, 11, 10, 9, and 7. It's the kind of numbers that look like something you might get from a random number generator, but you've got three attributes that are above average and two below, so things are stacked in your favor. Half your attributes are about average... everything but your freakish 15 clusters perfectly around average, in fact. There's going to be one area where your character is great but with room to grow, and one area where someone else should take point.
(I should also probably point out that my check system is 1d20 + attribute rather than 1d20 + a derived mod, so the difference between 15 and 10 isn't a 10 percentage point increase in success rate, it's a 25 percentage point increase in success rate.)
One of the things I have striven for in my game design for both AWW and Adventure Song is to present players with interesting choices about what to put where, and how specialized they want to be. But after calibrating so much of the game around the deep end of the stat pool, I always seem to end up overcompensating on the side of "make sure they have enough points".
For instance, after having almost reflexively calculated the sweet spot for the intersection of dexterity and strength given the armor system I'm using in Adventure Song, I ended up designing the attribute allocation system around making sure every character hits their class's sweet spot... perfect defense for everyone at level 1, with no room to grow outside of magic.
I've ended up scrapping that attribute allocation system in favor of one that is radical by my standards, though fairly conservative: distribute 60 points among the 6 attributes (using the old stand-bys), minimum 5 and maximum 14, then apply bonuses (with humans getting 5 points to spend anywhere, as long as nothing's above 18.) Yes, I'm starting with the idea that the human baseline should mean something. I still subscribe to the idea that a heroic adventurer should be larger than life from level 1, but that's what the 5 bonus points are for. My original scheme was 70 points and then +5, which is pretty firmly in Lake Wobegon territory (you know, where the halflings are strong, the dwarves are good-looking, and all the player characters are above average).
And as I write this, I realize that one of my qualms in nerfing the attributes to be based on the idea of average as... average... is that I've written into the game a very generous initial armor listing for each class that was also based around hitting that sweet spot. I did it because under the pricing scheme I'm using, metal armor is prohibitively expensive for starting characters. But as long as every character class either gets free armor or is optimized to have similar miss rates without it, those numbers are really just numbers. I honestly didn't intend for the best armor to be in player hands at level 1, but it fell into a blind spot.
So clearly I have some more adjustments to make here, in myself and the game.
After playing around with the 60+5 attribute system, I think I'm going to stick with it. I came up with a suggested quick matrix for humans that goes 15, 13, 11, 10, 9, and 7. It's the kind of numbers that look like something you might get from a random number generator, but you've got three attributes that are above average and two below, so things are stacked in your favor. Half your attributes are about average... everything but your freakish 15 clusters perfectly around average, in fact. There's going to be one area where your character is great but with room to grow, and one area where someone else should take point.
(I should also probably point out that my check system is 1d20 + attribute rather than 1d20 + a derived mod, so the difference between 15 and 10 isn't a 10 percentage point increase in success rate, it's a 25 percentage point increase in success rate.)