I enjoy the events thematically, but the majority of them seem to be of the general form: Make a [stat] roll. If you succeed, increase [stat], if you fail, decrease [stat].
Because the number of dice you get to roll are based on your current stat value, you're more likely to succeed and increase some stat that you're already good at, and more likely to fail and decrease some stat that you're already bad at.
Especially during the exploration phase, there is little to do except explore new rooms and get hit with unpredictable events which will increasingly cripple you if you have a lower-than-average stat.
Does anyone know of a way to mitigate this snowball effect, so you're not perpetually punished for having a bad roll early?
Edit: More specifically, I was looking for additions to the rules that provide a little more agency/forgiveness than conservative gameplay, which tends to rely on the cooperation of others.