For me the fact that I can't find a really psychologically compelling reason to stop picking up more and more skills is a real problem. This makes me lose focus and is an obstacle for even minimal role-playing at the stage of character generation for me. I try many character setups and decide in mid-game that I would really prefer some more skills, only to decide several levels later that a character with only a few skills would be more fun. I can't get a consistent background story for my character, because there are no limits in the game that would remind me of my decisions at birth and enforce and substantiate them, even in a token way. Score does not do that for me, especially if it's not balanced wrt different game-play modes and skills (and balancing it is not worth it IMHO).
I really can't get the nice feeling that my character setup is in some way unique, well-crafted, hacked in a clever way. All I get is the feeling that the decision to raise so many skills is totally arbitrary on my part and if I fail due to lack of some skills people will have all the right to laugh at me for not raising them at the first sign of trouble, with total disregard for role-playing, replayability, end-game trade-offs (there are none).
I remember generating wild ideas in emails to Leon long ago, with proposed solutions to this problem. IIRC, one of them was to lower the upper limit for all skills by 1% for each skill above, say, 5. I don't say this particular idea is good --- I've not played S for too long to say. But even with this method, if I play a Troll with the goal of making him totally the best character with blunt weapons ever, I will not be torn apart between going for all skills so that he is literally "the best" or choosing only one so that he is "the best in blunt weapons" (prompt YASD) or any arbitrary compromise in between. Instead I will make an educated guess about which skill is worth 1% decrease in blunt weapons and which is not, or just choose exactly 5 skills and, whichever setup I choose, I will have very strong opinions about it, both at birth and at the YASD. ;D
P.S. OTOH I'm a strong opponent of any harsh limits on skills. I even detest the current practice penalties (especially when I play all-skills characters). I find systems with "advance skills by doing" abominable, just as systems where skill advancement is determined by item/dungeon branch/NPC finds. Freedom for all --- but freedom with meaningful trade-offs instead of the chaos of arbitrary mildly meaningless decisions.
I really can't get the nice feeling that my character setup is in some way unique, well-crafted, hacked in a clever way. All I get is the feeling that the decision to raise so many skills is totally arbitrary on my part and if I fail due to lack of some skills people will have all the right to laugh at me for not raising them at the first sign of trouble, with total disregard for role-playing, replayability, end-game trade-offs (there are none).
I remember generating wild ideas in emails to Leon long ago, with proposed solutions to this problem. IIRC, one of them was to lower the upper limit for all skills by 1% for each skill above, say, 5. I don't say this particular idea is good --- I've not played S for too long to say. But even with this method, if I play a Troll with the goal of making him totally the best character with blunt weapons ever, I will not be torn apart between going for all skills so that he is literally "the best" or choosing only one so that he is "the best in blunt weapons" (prompt YASD) or any arbitrary compromise in between. Instead I will make an educated guess about which skill is worth 1% decrease in blunt weapons and which is not, or just choose exactly 5 skills and, whichever setup I choose, I will have very strong opinions about it, both at birth and at the YASD. ;D
P.S. OTOH I'm a strong opponent of any harsh limits on skills. I even detest the current practice penalties (especially when I play all-skills characters). I find systems with "advance skills by doing" abominable, just as systems where skill advancement is determined by item/dungeon branch/NPC finds. Freedom for all --- but freedom with meaningful trade-offs instead of the chaos of arbitrary mildly meaningless decisions.
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