Grunker
RPG Codex Ghost
I think you will agree
I would, but I have no idea how your hypothetical example is relevant to a discussion about AoD. That's not how AoD works. AoD presents you with a wall and asks if you got the specific skill needed to climb over. Either you do, or you don't. What you decide when creating a character is which of those walls you want to climb over, and then whenever you meet such a wall you put points into that skill. You never meet a wall that is hard to climb over: either you can climb the wall or you can't. So it's very easy. The walls you can't climb you don't, the ones you can you do.
(Again, we're talking non-combat here.)
It's also not true you always have dynamite available in Deus Ex; you can certainly have if you know how to abuse the system, but then that's the case with every RPG ever. No RPGs are difficult if difficulty is only possible without abuse - except for a few ones that are so constrained in their design they can eliminate all abuse (but this typically comes with a HEAVY cost of restricting build diversity). Regardless: we are not discussing whether Deus Ex failed in its design because it didn't balance its options properly, we're discussing what the design approach was.
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