[quote=@Vertigo] The thing I was curious about was just the whole 2 dice vs 1 die ordeal that I noticed, since it seemed like one die would always have a higher chance of success (50%) than two dice (44%, even if we interpret numbers as low as 3 and 3 or 3 and 4 as successes). Therefore, it seemed like having 1 in a stat would be better than 2. However, you did just say that if someone has too low a stat, they might not even be allowed to roll for something at all. So then it seems more like a give and take deal? You aren't allowed to roll for some things if your stat is only 1-- but if your stat is 2, you're allowed to roll for more things, but your chances at success overall decrease somewhat. That might balance out on higher numbers since the chance for doubles increases like you said. I think the 2v1 might be the only slightly skeewy one...? [/quote] So the way I see getting around this issue is by understanding the levels of a quality as that person's experience/skill in that quality. This is less helpful for the GUTS stats than the custom ones, but conceptually the idea of being "better at" the thing could be helpful. So if a person with 1 Gumption tried to do that, they might give up more easily than someone with 2 Gumption. So what I meant by "not letting them roll" is that instead, upon receiving the suggestion "I kick the door" from a person with Gumption 1, I would say "Ok, your character kicks the door, but when it doesn't budge, they get tired from the effort and give up" or something like that. Your stats/qualities are also meant to tell who your character [i]is[/i] in addition to how good they are at something, if that makes sense. With that in mind, even if you rolled a 1 and a 6, that weighs more heavily toward success than failure and can provide more of a "flavor" of success [i]("you kicked the door, and while it didn't move, it dented in a little")[/i], while a simple 1 or 6 is simply a result based on a low skill level [i]("you kicked the door successfully")[/i]. A 3 and a 6 weigh even more in the character's favor, and depending on the attempted action or character, the GM might simply [i]take[/i] the 6 and ignore the 3. Having more dice gives the GM more to interpret with, which allows them to come up with the best outcome for the characters. It is definitely super nebulous, though, so I do need to come up with a better way to explain the process... The original idea was that the GM themself takes away the skew problem when they can/need to.