Yeah no Traits as auto combat successes. That would be way, way OP.

I like that everything is neatly compartmentalized. I describe it as almost a board game/RPG hybrid because of that and tell my players to adjust their expectations on some things. Mostly they’re good, though I had one player who could not wrap his head around the fact that setting up traps ahead of combat was represented by the extra advantage dice in an encounter, not doing tons of damage or whatever.