CappenVarra
phase-based phantasmist
Randomness is divine; to reduce randomness or fudge a roll is to commit blasphemy; the punishment is randomly rolled on a d30 table.
discourage degenerate player behavior Sawyerize memorizing the exact skill thresholds you need to pass each check. The problem with the AoD implementation is that the variation is too small (1-2 points on a scale of 100 is insignificant); but I understand the design choice to make it such since it's not supposed to be more rogulike-like but more about C&C branching... However, I bet a variation of AoD with at least 10% variation instead of 1% would be even more interesting to play (for me, at least). Dare I suggest it increases the "simulation" aspect of the game and reduces the "pre-defined book-like static experience" aspect? Perhaps, but elaboration will have to wait for another time.
Since I suggested more of exactly the same kind of randomness in some AoD topics, perhaps I can make it clearer: the point is exactly that the world isn't static and deterministic, but each new character plays in a slightly modified parallel universe. In one, the guards are harder to bluff but the merchant is easier to flatter, in another something else is slightly different etc. If you keep the adjustments balanced as Haba said, you end up with small but significant variations that canWhere's the reading comprehension failure here? You want a game's stat check thresholds to be randomized on character creation, in an otherwise static, deterministic world? I don't see the point - it seems extraneous.