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klaus_ae_mogensen wrote:
>
> The problem here is that the average number of successes is equal to attribute
_times_ skill, so you are going to penalize characters with high attribute / low
skill or high skill / low attribute vs. those that are mediocre in both.
>
ups, you're right about that.
means that the difficulty progression needs also to be non-linear,
and adding attribute to the dicepool should balance the rest.
c
- --
fredo
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