Adjusting for character attributes in the DAD6 framework.
Edit me
The basic assumption of DAD6 is an average Character attempting a fraught or difficult task. Of course, a Character may possess attributes (strength, agility, willpower, etc.) that are above, or below, this average, so how do we deal with that?
Exceptional attributes add dice
For above average attributes, add dice to their dice pool equal to their attribute bonus.
Poor attributes increase difficulty
For below average attributes, increase the difficulty for every two negative modifiers (ie. a -2 attribute modifier becomes a +1 Difficulty).
Why aren’t negative modifiers traded 1 for 1 into Difficulty? Added Difficulty swings the odds more than added dice so we’ve adjusted the scaling accordingly.