Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,952
It certainly is one of the issues. "No man left behind" design.VD, one point there, and I think it's what you're driving at anyway: most rpgs are designed so that you can progress no matter what build you roll. Fallout 1/2, BG1/2, IWD1/2, Arcanum. All of them share the commonality that you can progress with any build, with some difficulty depending on peculiarity.
Ehh... This actually is legacy issue from PnP where you don't build adventures that are impossible to complete for your players - you build ones that would allow them to utilise their abilities to the fullest extent. From this partially stems the requirement of stat balance and viability of options to all/most builds in cRPGs...
Which I don't see as something necessarily bad actually - this is very intelligent design if you provide options to deal with a combat situation in a number of ways - provided that the player's build is specialised in some way. Scaling the level of encounters down to character's abilities is a big failure obviously, but then again, on the second end of the spectrum we have railroading a character to encounters he cannot win, just because he doesn't have some arbitrary skill or enough points in ability, they player could not anticipate he'd need. I am of the opinion that most of the challenge in an RPG should not come from stats and rolling dice, but player's ability to use skills available to his PC(s) (he himself selected) in the given situation.