Say you're designing a game, and you want to have some sort of mechanical representation of power. The simplest possible game has one stat: "power", and that stat gets applied to everything related to probability. The higher "power" you have, the higher the chance that you climb a wall, charm a guard, steal a purse, strike an opponent, dodge a hit, etc.
Proficiency Splitting
Proficiency Splitting
Proficiency Splitting
Say you're designing a game, and you want to have some sort of mechanical representation of power. The simplest possible game has one stat: "power", and that stat gets applied to everything related to probability. The higher "power" you have, the higher the chance that you climb a wall, charm a guard, steal a purse, strike an opponent, dodge a hit, etc.