^I agree completely.
I still needed to grind that legendary swimming skill in W7 though
The game shouldn't force you to grind.
I think one of the ways to make the game reasonably challenging without forcing you to grind is to make the game non-linear (even the main quest) to a degree. That way, when you reach the dead-end in a form of too tough opponents or not having required skills to continue quest etc, you can leave it for later and do something else instead.
Of course, this also needs to be well balanced, otherwise there would be a risk that game would become linear again forcing you to do the quests in sequence from easy to difficult. Err, I'm gonna repeat myself but W7 and W8 are fine example of games which handled this well. I also liked how this was handled in G1/G2.
Not having monsters respawned will reduce grinding opportunities anyway.
Still, I like when some tougher encounters/quests can be reached relatively early in game - it feels natural. Yes, you will be smitten in no time but when you finally return strong enough to deal with such encounters, it's not only satisfactory, but it also puts progression of your party into better perspective.
Also, it would be nice to have specific encounters which are easy if you have some class/high skill in your party or difficult if you have not. This goes back to my post about possible peaceful resolution of the quests. I'd welcome having more ways of succesful solution of some quests depending on your party's composition. This of course requires having well though out skill system in which points in skills, or having those skills really matters.
I see that I got a bit carried away again, so I add just a tiny bit of something hopefully 100% on-topic now
Generally, good character creation system should offer lot of possibilities in class-races-skills department, as well as be reasonably restrictive in some aspects (some class-race combinations impossible, not being able to assign all points to just one skill/attribute) and not have any random factors included aka no rerolling.
Very important for character creation system is transparency. Player should be able to create effective party without knowing what awaits him in the game itself. Good description of classes, races, skills and attributes readable in-game should help it a lot.
All skills should be really relevant in-game for which is quite important to include just right amount of them. Again, in W8 this was pretty ideal.
Being able to learn some entirely new skills which wouldn't be accessible during character creation wouldn't hurt either, be it connected to specializations or some special opportunities.
Simplicity, effectivity, transparency, variability, relevance, a lot of fun. Sounds easy to me.
I still needed to grind that legendary swimming skill in W7 though
The game shouldn't force you to grind.
I think one of the ways to make the game reasonably challenging without forcing you to grind is to make the game non-linear (even the main quest) to a degree. That way, when you reach the dead-end in a form of too tough opponents or not having required skills to continue quest etc, you can leave it for later and do something else instead.
Of course, this also needs to be well balanced, otherwise there would be a risk that game would become linear again forcing you to do the quests in sequence from easy to difficult. Err, I'm gonna repeat myself but W7 and W8 are fine example of games which handled this well. I also liked how this was handled in G1/G2.
Not having monsters respawned will reduce grinding opportunities anyway.
Still, I like when some tougher encounters/quests can be reached relatively early in game - it feels natural. Yes, you will be smitten in no time but when you finally return strong enough to deal with such encounters, it's not only satisfactory, but it also puts progression of your party into better perspective.
Also, it would be nice to have specific encounters which are easy if you have some class/high skill in your party or difficult if you have not. This goes back to my post about possible peaceful resolution of the quests. I'd welcome having more ways of succesful solution of some quests depending on your party's composition. This of course requires having well though out skill system in which points in skills, or having those skills really matters.
I see that I got a bit carried away again, so I add just a tiny bit of something hopefully 100% on-topic now
Generally, good character creation system should offer lot of possibilities in class-races-skills department, as well as be reasonably restrictive in some aspects (some class-race combinations impossible, not being able to assign all points to just one skill/attribute) and not have any random factors included aka no rerolling.
Very important for character creation system is transparency. Player should be able to create effective party without knowing what awaits him in the game itself. Good description of classes, races, skills and attributes readable in-game should help it a lot.
All skills should be really relevant in-game for which is quite important to include just right amount of them. Again, in W8 this was pretty ideal.
Being able to learn some entirely new skills which wouldn't be accessible during character creation wouldn't hurt either, be it connected to specializations or some special opportunities.
Simplicity, effectivity, transparency, variability, relevance, a lot of fun. Sounds easy to me.