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Originally Posted by tetsujin28
I tend to do the opposite: represent stats as skills, like Castle Falkenstein did.
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I suspect that'd be my favoured solution as well; drop the distinction between stats, skills, advantages and so on and just have traits. But it's easy enough to drop in mechanics from other systems instead:
Bump a skill up a rank if the guiding attribute is higher;
Bump a skill down a rank if the guiding attribute is lower;
Charge double for skills that are above the guiding attribute;
Give skill ranks out based on the ranks in the guiding attribute;
Instead of giving out one Superb skill, three Great skills and so on, give out one at attribute+3, three at attribute+2, or whatever.
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