A summary of those strengths:
- Encourages creativity. The argument is the same as in the last article, but in short it affirms that any character can try anything and do it in whatever manner their character might be good at it.
- Puts more control in the hands of the players. Actions are no longer embedded in skills, so a player can try to succeed at some action however they want.
- Puts more control in the hands of the GM. The GM quickly decides the extent to which the affinity applies to the task at hand.
- Ability to add new skills or professions. Because actions are not embedded in skills, you can add new skills without diluting the action pool. This lets players customize their character or a GM customize their world without having to rebalance the number of skills given or what each skill does.
- Standardization. Because affinities apply to a wide range of actions all following a standardized format, they get more familiar more quickly. Familiarity leads to quicker play and broad applicability leads to more opportunities for more creative play.