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Attributes

stevo the yak

First Post
If you were designing your perfect game system, what attributes (strength, intelligence, etc.) would you include?

My personal choices would be Strength, Stamina, Agility, Dexterity, Intelligence, Wisdom, Will, Charisma, Comeliness, and Luck.

How would you rate the abilities and how would you generate scores?

My preference would be a simple 1-10 rating, using a point buy system with an increasing point cost.
 

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Depends on the genre and the feel of the game. For a modern technofantasy with some martial arts and neopagan influences (think Neil Gaiman or Charles DeLint) I might go very simple on attributes: Body, Mind, Spirit. For a more typical D&D style game I might use almost the same list we have now, but separate Dexterity from Agility (lockpicking/ fine manipulation from acrobatics and running speed) and perhaps Perception from Willpower (perhaps making willpower somehow feed into, or depend on, Constitution).
 


Hmm... I think it'd depend a lot on what kind of system I was trying to design - but if I had to choose for a fantasy game, I'd go with:

Strength, Agility, Fortitude, Intelligence and Will

I think that stats like Charisma, Attractiveness, Perception or Luck would be best handled as levels of advantage/disadvantage, like in GURPS, rather than as one of the main defining attributes.
 

Strength
Constitution
Dexterity
Speed
Intelligence
Wisdom
Charisma
Luck
Power

With a scale of -20 to +20 for each attribute to be added onto a d20 roll for everything you do in the game (attacks, saves, skills, etc.)

Each attribute starts at zero and you use a point buy system to raise/lower them.
 

I really like the New World of Darkness abilities. There are three categories: physical, mental, and social, and each has power, finesse, and toughness.

Physical
Power: Strength
Finesse: Dexterity
Toughness: Stamina

Mental
Power: Intelligence
Finesse: Wits
Toughness: Resolve

Social
Power: Charisma
Finesse: Manipulation
Toughness: Composure

Best of all, ghosts and spirits use a condensed listing of just Power, Finesse, and Toughness, and they use those anywhere another creature would use the list of 9 attributes. And there's no need to memorize which abilities go with which skills, either, because they can all be used with any skill. I'm also glad that physical beauty was removed as a cornerstone attribute. It's just a boring way to deal with problems. "A security guard blocks the door." "I bat my eyes at him and show him cleavage." "Zzzzzzz."

I also like that supernatural abilities key off of a separate, tenth stat, which is unique to each template--gnosis for mages, vitae for vampires, etc. It means that powerful mages don't have to be smart, or wise, or charismatic; they can be ten-foot-tall mountain men who shower in vodka, if you like.
 

The one attribute I've never been comfortable with is Intelligence. That can easily come from the player. Replace it with perception, intuition or even just knowledge, depending on whether you have a wisdom-like stat.

In the game system I'm forever redesigning, I have:

1) Physique
2) Prowess
3) Psyche
4) Intuition

There's also Build (i.e. size), but that's fixed by species.
 

Huh. It's funny this comes up. I'm working on making my own entry for the Great Conjunction RPG Design Contest, and number of attributes is definitely something I've been thinking about.

I decided to keep the number of attributes down. My theory is long, and I'll just put it in Sblocks so that anyone who doesn't care, doesn't need to read it:

[sblock=Wik's Attribute Theory]
Alright. So, in old RPGs (read as: OD&D era), Attributes were not really balanced. The game really gave more benefits to physical attributes over mental attributes, and it could be argued it still does today. However, this was fine with old editions of D&D, for a fairly simple reason - the game assumed random generation of attributes.

Since you applied a random number to each attribute (remember, earlier games had a "roll in order" as the base assumption), it didn't matter if Strength was better than Intelligence - both were determined randomly. If attribute A (Strength) is going to be used ten times more than Attribute B (Physical Appearance)... who cares?

Because attributes were randomly generated, and not balanced roughly against one another, you could afford to have numerous attributes. This is the approach used in games like the Palladium RPG, for example, where Speed (a small burst to your land speed) and Physical Beauty (A bonus few ever applied) are not nearly as important as, say, I.Q. (which adds a flat bonus on all skill checks).

When you have a point-based approach, though, you need to make sure all the attributes are roughly equal - if Strength is twice as good as physical beauty, than it really only encourages a bunch of ugly fighters. So, the way to balance the attributes in the end is to cut them down to a smaller number, because the fewers numbers and variables there are to crunch, the easier it is to work out balance issues.
[/sblock]

So, I'm using a non-random attribute generation system, and I figured on only four very broad attributes - Body, Intelligence, Agility, and Spirit (the BIAS system!)

Body is your strength, endurance, muscle, health, resistance to disease, and whatnot.

Agility is hand-eye co-ordination, flexibility, and really anything relating to grace and refined movement.

Intelligence is brain power, knowledge base, and personal ingeniuty.

Spirit is force of will, perception, charisma, and even a bit of luck.

Since players only have four numbers to divvy among the attributes (-10%, +0%, +10%, and +20%), there are some tough decisions to be made - which I think is necessary in any RPG.
 

Like Hella Tellah I would use WoD and my perfect one would be:

Physical
Power: Strength
Finesse: Dexterity
Toughness: Stamina

Mental
Power: Intelligence
Finesse: Wits
Toughness: Resolve

Social
Power: Charisma
Finesse: Manipulation
Toughness: Composure
 

I've always been fond of SPECIAL (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck) from the Fallout series for some reason.

WoD's array is pretty neat too, though.
 

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