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<blockquote data-quote="Thomas Shey" data-source="post: 9399404" data-attributes="member: 7026617"><p>First off, this misrepresents, in practice, what "everyone can do everything" means in such games. It at no point says "everyone can do everything <em>equally well</em>". A non-trivial part of what ends up producing your skill level in such games is training, which is constrained by money and available time. The rest is impacted by how often you actually use a given skill. So, in practice, you still end up having specialists in some things because its not cost effective and practical for everyone to be focusing on everything at once.</p><p></p><p>What they <em>do not do</em> is set artificial barriers in what a character can learn. The sorcerer may well be a competent swordsman--but he's also probably not good with a lance and a bow, and may not be a great horseman. The guy who picks the locks may be as good with his primary weapon as anyone on the team--but he's not as good a scout as the other guy who spent his training time on perception skills.</p><p></p><p>Even in other games without the structure of RQ and other BRP games, there is always some sort of resource that controls how capable everyone will be. There are usually some things that will call for a priority in almost everyone (melee capability and perception are standouts) but that doesn't mean they still don't throw specialists and non-specialists; they just don't demand that what precise abilities show up in a character are binned a certain way.</p><p></p><p>The idea that specialization has to be forced by the game system is nonsensical. Its not required and people will do it by themselves in systems that don't force it--they'll just do it their own way.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9399404, member: 7026617"] First off, this misrepresents, in practice, what "everyone can do everything" means in such games. It at no point says "everyone can do everything [I]equally well[/I]". A non-trivial part of what ends up producing your skill level in such games is training, which is constrained by money and available time. The rest is impacted by how often you actually use a given skill. So, in practice, you still end up having specialists in some things because its not cost effective and practical for everyone to be focusing on everything at once. What they [I]do not do[/I] is set artificial barriers in what a character can learn. The sorcerer may well be a competent swordsman--but he's also probably not good with a lance and a bow, and may not be a great horseman. The guy who picks the locks may be as good with his primary weapon as anyone on the team--but he's not as good a scout as the other guy who spent his training time on perception skills. Even in other games without the structure of RQ and other BRP games, there is always some sort of resource that controls how capable everyone will be. There are usually some things that will call for a priority in almost everyone (melee capability and perception are standouts) but that doesn't mean they still don't throw specialists and non-specialists; they just don't demand that what precise abilities show up in a character are binned a certain way. The idea that specialization has to be forced by the game system is nonsensical. Its not required and people will do it by themselves in systems that don't force it--they'll just do it their own way. [/QUOTE]
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