Having done some flipping through several of the campaign books I'm left wondering why they did this the way they did. Maybe I'm missing something because I haven't taken the time to just sit down and read at length, but it feels like they've gone for a system that's designed with the idea of specialized tools for every occasion, adding in more and more bits and bobs with each book. New advantages, new quirks, new (specific) ways to do things, and so on. Even the explanation of what Fantasy is (and its subgenres) seems very compartmentalized, with very specific definitions that either make it Fantasy or make it Something Else.
That may just be the style of the books, but it makes me bristle a bit at the number of carefully constructed walls around each little compartment. I suppose it's kind of like expecting clay and getting Lego's instead. I can't help but read some of these things like Sealed(Acid) and wonder why they need specifics like that. Couldn't they have simply set up the basic Sealed attribute in such a way that any specific thing can be sealed against, without having to specify each one?
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That may just be the style of the books, but it makes me bristle a bit at the number of carefully constructed walls around each little compartment. I suppose it's kind of like expecting clay and getting Lego's instead. I can't help but read some of these things like Sealed(Acid) and wonder why they need specifics like that. Couldn't they have simply set up the basic Sealed attribute in such a way that any specific thing can be sealed against, without having to specify each one?