Dice, Action Economy, Actions, and Attributes. Next: proficiency. If dice inject randomness into a situation, and attributes represent natural talent, then proficiency is how good a character is at something because of experience.
Dice, Action Economy, Actions, and Attributes. Next: proficiency. If dice inject randomness into a situation, and attributes represent natural talent, then proficiency is how good a character is at something because of experience.
The higher an attribute can scale, the less impact randomness should have. So, we'll go up to 10. The higher the proficiency can scale, the less impact randomness should have. So, we'll go up to 20. A character leaning into their natural talents will have a +30 at level 20.
The highest a could be is 50, but that would only have a 1% of happening. And that's not fun. Cool when it happens, but not fun when it doesn't. Hard should around 10%, medium 50%, and easy 90%. With this we can set our difficulties with ease.