Grunker
RPG Codex Ghost
Deadfire systems are the most apparent proof of streamlining not necessarily being balance. The standardised weapon speeds and recovery times, when combined with modals actually results in completely uneven power distribution because such streamlining only shifts the parameter of balance to next variable. It also creates situations where the streamlining is actively undermining the balance, for example all summons have 6 seconds cast time but the quality of the summons and when you acquire them has to vary.
In an environment of such absolute streamlining every value is shifted to next variable as the streamlining creates new constants. Ironically, such action emphasises the RNG factor. When the correct usage of RNG is creating an environment to react to with variables and constants.
It seems we are forgetting here that Sawyer never had an explicit goal of balance in the sense of every system asset being more or less equal - that's a meme spinned by the grognard-crowd. His stated objective was to make sure every system asset was useful for completing the game - that there were no "nothing"-assets such as Tougness in D&D 3.0. That no matter how you went about your build, what you did was functional to a useful degree.
I still think he failed in some cases with the modals, since a few are actively worse in almost all cases than just keeping them switched off, it's just that it's not useful to analyse Pillars within the misplaced framwork of mythical "perfect balance."
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