It's good if a system has tools to make that job easier, or even automatic. If a game devolves into a slugfest without GM creativity, that's the system's fault, not the GMs.
I think you are now pretty far afield of the subject of the thread. You're off in system support of adventure design. While that's an awesome topic, it is too big for this thread, and ought to have a thread of its own.
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