>>95890247>if you want to have a serious discussion on what you have a problem mechanically with them, I'm all earsSure.
Boons/banes are quickly made irrelevant as the characters advance. Also become a chore to keep track of, with higher-level play often involving half a dozen or more boons or banes to remember for every single action.
The "TN is always 10" is limiting, but inflexible since boons/banes are built around it.
Very limited options for non-combat abilities, game is structured largely to focus on single-session-per-adventure scenarios where combat is the focus, to the point the game refers to all social interactions as "Social Combat".
Paths are unbalanced, some are objectively better or worse than others and often feel pretty limited or differentiated arbitrarily. There's also the inevitable Path creep of later supplements.
Horrendous splat/supplement design where there's so many little pieces of content spread out over dozens of items you're intended to purchase separately. Very greedy.
No skills, everything is up to GM fiat and previous character occupations to roll for. This isn't bad in theory, but characters get WAY too many occupations that give everyone a very versatile skillset, and since every single "skill" check comes down to literally "ask your GM and decide if your character knows the thing or not", this can slow down play or make things feel unnecessarily arbitrary. Additionally, you have the TN-is-always-10 rule, no other modifiers except boons/banes, so everything is the same difficulty. Your ex-criminal wants to pick that flimsy, rusty lock? TN 10. He wants to pick the brand new, heavily-reinforced lock on the king's chest? TN 10. This results in the system feeling, IMO, shallow, and characters samey.
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