Some thoughts on flat rolls and skills.
Is there going to be a guide for Gm’s when calling for flat rolls. The idea of a lower number is actually harder might be new to some people and I think a short example might help enforce the concept (Ex. 16 is easy, 11 is moderate, and 6 is hard).
Also, should I adjust the flat roll based on character backgrounds, or core concepts (maybe by a point or two)
Next, If I call for a flat roll but my player has a skill that has a better chance of success. I’m guessing it would be ok for that player to substitute the flat roll for the skill.