Nonsense.
A character system that makes every build viable is entirely worthless.
If you do not need to think about your build, then there is no challenge in creating a build. No challenge = bad design.
You are fucking delirious.
Wanting the game to be challenging does not preclude challenge having no place in many of its components:
- Installing the game should not be challenging.
- Getting the game to work on your system should also be easy.
- Likewise navigating the menus.
- Uninstalling being challenging is just being fucking mean.
Same goes for chargen and making good build:
A well designed game does not punish player for not being psychic (or Teela fucking Brown*).
Ideally player's failure should always be traceable to player's error given available knowledge at this point -
technically player should be able to beat game on the first try with no luck involved, and no, that doesn't mean that the game should be easy - merely that player, who has deduction skills of Mycroft fucking Holmes, reflexes and coordination of a Shaolin master and who can grind numbers like fucking Rainman (in addition to not making any mistakes, ever) should be able to beat the game without failing irrecoverably (and thus having to restart/reload) even once.
During chargen, expecting player to know
anything but what was conferred by manual and the chargen itself is expecting them to be fucking psychic
ergo shit design.
Chargen's purpose is facilitating player's expression of their (viable in particular adventure's context) concept of character they want to play and translating this concept into game's mechanics. Game proper and challenge proper starts after player clicks "done" after chargen ends and not a second earlier (unless the game does funny shit like trying to infer character build from playstyle during relatively unrestricted prologue).
That doesn't mean that chargen has no room for gameplay mastery - skilled player may very well go for a very specific build to achieve very specific goals through his superior understanding of game's mechanics - but the only challenge resulting from chargen should be finding a way to prevail with whatever you built - possibly having to revise your understanding of the character concept (waah, my bare chested barb cannot tank archers!), not building something that can prevail.
In any case player should spend chargen thinking of what character *they* want to play, not trying to predict (in vain) what hoops *game* will want them to jump through at some later point.
*) in a well designed game, even one heavily reliant on RNG, chances of a roll fucking the situation beyond recovery without player's error being involved - possibly by taking stupid risks - should be negligible. Rolling is meant to remove certainties and force planning contingencies, not to game over randomly. Random gameovers whether due to shittily used RNG or player failing due to being prevented from having necessary information are no more challenging, fun or a sign of a well designed game, than game randomly crashing to desktop and corrupting saves.
Doing bad builds that cannot progress is okay. Having options in the game that are not actually options but rather are mistakes is not. In other words, choice is good but trap choices are not.
Except:
- Doing bad builds is just that - having options that are not actual options.
- Trap options are not in themselves bad design, only trap options that require being psychic to avoid (which happens to include all character building traps). If player decides to bed a fire elemental (with obvious hilarity ensuing) or piss off someone powerful who can easily enough get them killed, and then, later on get imprisoned and executed or killed in their sleep *without* any loud noises bullshit giving them chance to defend themselves or flee - be my fucking guest. The game has no obligation making every or even majority of options viable or even immediately punishing. It just needs to provide reasonable variety and avoid any and all cheap gotchas.
Then what role do the stats and skills serve if you can beat the game no matter what? Unlock extra bonuses and make your character even more awesome?
Simple: Tell what you can and cannot do.
That Fallout sucks mechanically is not relevant to the current topic.
What makes Fallout great (along with pretty much every worthwhile RPG out there) is more its aspirations than their actual realization - in this case honouring different decisions player may make by going along with them and providing consequences.
(In Fallout's defense RPGs are hard.
)
Anyway, stats and skills alone shouldn't guarantee you victory in combat so nobody's talking about removing the player's ingenuity from the equation but the ingenuity shouldn't make the character system optional either.
Character system specifies the toolbox player has at their disposal.
Player decides what to do with it, applying ingenuity.
If ingenuity is sufficient they should succeed provided sufficiently deep and rich mechanics.
Success only has meaning if failure is also a possible outcome.
If every possible build can realistically succeed, this is no longer the case.
Seriously, are you guys (mostly you and VD) even listening to yourselves?
In
every other genre
every possible build can succeed by the virtue of there being only one. Those genres somehow don't have any problems providing challenge (other than game market catering to the lowest common denominator, that is) which should be enough to clue you in that you are not making any sense.
Maybe it would be a good idea to learn actual game design in general sense before trying (and failing) to design a cRPG specifically?
Walking before running and all that.