None of this is unique to perk systems. Every game expects the player to trust its mechanics.
That’s kind of a vague statement. Every game does necessarily expect a player to trust it’s mechanics to some extent, just like every game has to reveal those mechanics to the player to some extent in order to be playable.
I can give you plenty of examples of successful games where the player has total access to the mechanics, like D&D, for instance. The mechanics of crawl and DDA also seem to be mostly, if not completely, transparent to players. I don’t think they are any worse off for that.
I’m less concerned with the expectations of other game developers than I am with making rational design choices. And I think having transparent mechanics is such a rational choice.
Any game is going to have some mechanics that seem counterintuitive. You can’t just give the player a game and say: “play this in a way that makes sense” because the mechanics that make sense to the developer may not make sense to the player.
Honestly, I think the main reason a developer would want to hide mechanics from players isn’t to generate a mystique about the game world, but because those mechanics aren't rational.
And there are at least some other people who think game mechanics should be transparent. Games like final fantasy tactics have lengthy documents exclusively devoted to explaining game mechanics (check out Aerostar's Battle Mechanics Guide on gamefaqs for a good example of what I am talking about).
Attributes can be unclear too. Perks don't prevent the developers from revealing their games' internal formulas.
It sounds like you are saying here "bad systems of character development are bad." Sure, any type of character development system can be done well or badly. However, in the specific example we are talking about, the numbers give you a lot more information about the PC than just saying they are “very strong”, for all the reasons that I already pointed out.
Am I misunderstanding what you were saying? Would your "very strong" perk explicitly say "+3 to strength" in its description? If it would, well, that would require using attributes too, wouldn't it?
It isn't, though. What we call strength is really a combination of a huge number of different traits.
What I call “strength” is a single trait, and unless you want to get incredibly complicated, that’s probably fine. I of strength think of it as being a measure of the contractile force of a muscle. That, or something similar to that, is what just about anyone else who hears the term “strength” is going to think.
We don’t need to delve into muscle physiology. I am aware there are *many* complicated ways of measuring muscle performance. Even I’m not crazy enough to stumble down that rabbit hole, and it’s hard to believe that anyone else would feel anything was being lost by the omission of that type of esoteric information.
To say that a given person is numerically and exactly twice as strong as another is nonsense.
You know I’m going to ask you why you say that, Vanguard.
Are you wanting to model each muscle group individually, now? I think I was wrong to have suggested that originally. The characters we are modeling aren’t just going to the gym and just doing upper body exercises, they are engaging in activities that use almost all their major muscle groups when they do things like fighting in heavy armor. So, they wouldn't rationally have really strong biceps but really weak quadriceps, for example.
As I already pointed out, deadlifting is probably a decent way of measuring whole body strength. It uses a number of different muscle groups (quadriceps, biceps, pectorals, a number of back muscles, etc). I’m not sure why you couldn’t reasonably say that if person A could dead-lift twice as much as person B, A was twice as strong as B.
"Very strong" is subjective but there's nothing wrong with that.
I already mentioned what I thought was wrong with it. I’ll be happy to debate those claims with you, but right now you aren’t specifically addressing any of them.
*Edited because I can't spell "sense", apparently.
**Edited again because there were a lot of errors that I missed.