Quote Originally Posted by Jormengand View Post
Be careful though: you can go too far the other way easily, which I did in one of my earlier games. Warriors got so many bonus stat dice that they could raise their intelligence faster than an intelligence-based mage and still have dice to spare for everything that the warrior needed to do. The magi were stuck learning one spell per level which was rarely more than a variation on the same theme, and playing a "Trinity mage" - which allowed you to do a whole three different things - was really stat-intensive on a class without enough stat dice to go around anyway. I ran a playtest of it where the chronomancer was quickly finding that being able to go super fast and throw objects at perilous speed didn't stand up to the array of martial capabilities and skills that non-magi possessed.
Oh, I quite agree.

But - I would never actually set out to design a game. It requires a mind set I don't have. Attention to and care for details. Meticulous calculations. All sorts of things that I basically am terrible at. I'm not even particularly good at playing the games, the whole mechanical side of it bores me, frankly =)

But yes, certainly you risk warriors becoming a kind of sword-wizards, and wizards becoming poor man's warriors-without-swords.

It's possible for specialisation to be cool, though. Riggers and deckers in Shadowrun are legitimately cool - even if they happen to not actually work in play.