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	<title>Comments on: Actions by Attribute</title>
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	<description>Campaign Development for Busy Game Masters</description>
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		<title>By: Erin Smale</title>
		<link>http://www.welshpiper.com/actions-by-attribute/comment-page-1/#comment-64</link>
		<dc:creator>Erin Smale</dc:creator>
		<pubDate>Wed, 04 Nov 2009 22:20:07 +0000</pubDate>
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		<description>Thanks, Keith. This approach has proven to be pretty intuitive in Chimera: there&#039;s never a question about what to roll in any situation, and the GM has an easier time assigning difficulty. Cheers!</description>
		<content:encoded><![CDATA[<p>Thanks, Keith. This approach has proven to be pretty intuitive in Chimera: there&#8217;s never a question about what to roll in any situation, and the GM has an easier time assigning difficulty. Cheers!</p>
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		<title>By: anarkeith</title>
		<link>http://www.welshpiper.com/actions-by-attribute/comment-page-1/#comment-63</link>
		<dc:creator>anarkeith</dc:creator>
		<pubDate>Wed, 04 Nov 2009 19:21:11 +0000</pubDate>
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		<description>Erin,

I really like this mechanic. Based on 4e, i&#039;ve recently added a three-tiered difficulty system to my homebrewed rules (5/10/15; easy/moderate/hard). I love your concept of tying difficulty determination to the character&#039;s attributes. It seems like a great way to let characters shine at various tasks.</description>
		<content:encoded><![CDATA[<p>Erin,</p>
<p>I really like this mechanic. Based on 4e, i&#8217;ve recently added a three-tiered difficulty system to my homebrewed rules (5/10/15; easy/moderate/hard). I love your concept of tying difficulty determination to the character&#8217;s attributes. It seems like a great way to let characters shine at various tasks.</p>
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