Lanefan
Victoria Rules
IMO it depends how elevated that competency floor is.No offense Lanefan, but this is you speaking from ignorance on the subject.
Directly above I gave you an example of how broad competency is enabled through play and the decision-points around limited-use resource leveraging/management and complication resisting works in the game.
But broad competency doesn't remotely mean specialization isn't leveraged.
Fighters (Cutters) in Blades are the ass-kickers and having a Crew of Bravos (Assault Specialists) amplifies this. Same thing for Rogues (Lurks), Rangers (Hounds) and Assassin or Shadow Crews. Same thing for Warlocks (Whispers), Wizard/Artificers (Leeches) and Cult or Smuggler Crews (that smuggle contraband/illicit substances/spirits).
The game has huge intersecting parts that can increase the ceiling of any given PC's best action resolution shtick and the same PC's ability to Resist Complications related to that shtick (so they're therefore better at it than others and don't have to expend resources to get to the floor and they force-multiply their allies who aren't as good as them).
TLDR; An elevated floor on competency doesn't mean specialization becomes irrelevant.
The post I was replying to seemed to indicate everyone could pretty much do anything, more or less, which implies they have no weaknesses they need others to cover for. I'll try to illustarte using numbers, I hope this works:
On a 1-10 scale, where 1 is utterly incompetent and 10 is the world's best, on a hyopthetical collection of skills and abilities a commoner would be, say, something like 2-2-3-2-2-2. That's your baseline - an average of 2 with one '3' which is probably what you make your living by doing - to which everything else is compared.
A typical low-level D&D adventurer might be 2-5-3-2-4-2; significantly better than a commoner at a few key things but otherwise still largely what she was. At high level she might get to 2-9-5-2-8-2 - really really good at a few things but still just what she was when it comes to other things and thus needing support in those areas.
The impression I get from what you're saying is that in Blades the characters, when compared to the 2-2-3-2-2-2 commoner, are all probably going to be 5-5-5-7-5-5 i.e. pretty good at everything and a bit better at the one thing they specialize in. This is what I mean by them each being one-man bands: the competency floor is so high that compared to the rest of the world they're each experts in everything.
Now if the game really focuses on that 7 for each character while ignoring everyone's 5s everywhere else then what you say is true; but that still means the characters don't have any outright weaknesses which, if nothing else, is a shade unbelievable.
