Pedantic
Legend
My preferred take on this is still Scott Gearin's reworking of the core 6 for his Alabaster system. Skills are evenly divided between them, and they completely separate ranged accuracy, melee accuracy, defense, health and perception into different attributes.
The key is to look at the mechanical impact of each attribute, and then design them with an eye toward keeping those all equally desirable. The goal of character building becomes squeezing out a strong enough advantage to justify/push an edge from not staying perfectly even across the board. Specializing is expensive and produces a character that will play differently.
The key is to look at the mechanical impact of each attribute, and then design them with an eye toward keeping those all equally desirable. The goal of character building becomes squeezing out a strong enough advantage to justify/push an edge from not staying perfectly even across the board. Specializing is expensive and produces a character that will play differently.