It’s hard to argue with that
Out of curiosity, how did they handle Overcomes?
Assuming a Principle is used, and also assuming the Zone die is equally a d8, a 8-8-8 pool has a chance of roughly 33% of a flawless success, while a 10-10-8 pool is at 57% - that seems like a vast difference; mostly because the ‘8’ mark is right at the upper limit for the d8.
I am aware that twists aren’t a bad thing per se, but they still add complication that needs to be dealt with…
Maybe the psychologie works the other way round: I know that I myself was toying with many a character that would start off struggling, and many of the responsibility Principles lend themselves to very sweet narrative hooks.
But I’ve seen myself constantly hesitating because of the bad dice perspective, and swerve off to law enforcement (good dice) or even Upper class (great dice) - compromising my concept for that. Or going to Unremarkable and shoehorning the character into Marksman, compromising again. Or mitigating by deliberatley picking MIN die abilities, forcing my hand even more… and getting one lonely decent die from the Source step seems to make for a sad one-trick pony.
In theory, that is.
I’d love to hear more about how your group handles the (mathematically existing) challenge of a weak-die member.