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If so, that might make a good bullet point. Again, I've only played through the game once (and didn't actually look at this guide until I'd identified my traitor) but as much as just figuring out who I couldn't trust, knowing right away who I *could* would have been very useful if I'd known that from the start.
It is wrong to say: The traitor will always fail their checks or get ambiguous results.
The traitor will in fact succeed, if her stats are 29 higher than those of her target.
Both of the examples I have at the moment are taking place within the FIRST week and occured on Easy Mode.
I supposed I should provide an example at a higher difficulty.
The long version is that I was deliberately playing on easy mode where the odds of having a scenario where a traitor succeeded even while sabotaging were neglible. If everyone is succeeding at their tasks when you have a traitor, than something VERY funky is going on.
The two examples I have are meant to show that getting mixed or failing results when a task allegedly has a 100% success rate is a guaranteed indicator of a traitor. If you are playing smart and assigning tasks to people based on what they're good at, this is easily accomplishable. There is almost no scenario where sending Rowan to give Detention is going to work.
1) Aid in identifying the traitor
2) Help solve the actual cases
I'm not sure how you want the text elaborated. Could you rephrase your suggestion?
In that case, you might consider adding a break down of the match to the example instead of just saying "She suceeds so it's not her" and the like.
Loaded dice essentially gives a 20 point bonus to everybody but the traitor, so non-traitors will always succeed if they have 19 skill vs 10 skill, fx. The odds of Loaded Dice are calculated with those 20 bonus points in mind, and this is why the traitor can fail a 100% chance of success.
That was technical, sorry.