Re: Combat vs. Non-combat

The issue isn't necessarily that game-time is divided into combat and non-combat parcels, nor that abilities are grouped thusly, but rather that both combat and non-combat abilities are bought with the same character building resources, so becoming better at one means you don't keep up in the other. That creates the problems. If everyone could choose the combat Nice Things they get and choose some non-combat Nice Things, there wouldn't be the issue. The non-combat game is just not developed enough to make that really work. Also, if non-combat abilities are too useful in combat, then you're back to the same problem.