>>723702157
he has a point in that a lot of "complex" rpgs sling a lot of numbers at the player without giving them an idea of what those numbers mean. especially in rpgs where character builds are extremely important.

>8 int
in one game, that's pretty high to extremely high int and gives you access to an important feat around the mid game.
in another game, 8 int means you're literally retarded and can't screw a lightbulb on your own

it's part of an overarching issue with a lot of in depth rpgs, unless you do a wiki walk or read a guide before hand (if your game needs either of these then your game's fundamentally flawed), you won't be able to build your character right and play the way you wanna play until you already know the game inside and out. for a lot of casual players that early "you gotta just figure it out man" is gonna cause them to drop off immediately. now do i agree with cain here? no. i like having hard numbers readily available, but it's easy to see that games like underrail and traditional roguelikes have an initial knowledge gate to get into that most gamers won't bother with.