Aldarc
Legend
That's a lot of ignorance about other TTRPG systems in such a single line of text.And most of RPGs with atributtes don't use only for four, but maybe if they are created to be played by preteen children.
That's a lot of ignorance about other TTRPG systems in such a single line of text.And most of RPGs with atributtes don't use only for four, but maybe if they are created to be played by preteen children.
That is a fair point and I should have been more sensitive of that fact.I am Spanish, and most of TTRPGs are unknown but D&D and World of Darkness. You can't blame me because a lot of titles aren't published.
As per the recommendation of @Campbell in a thread on 4e-like games, I looked (briefly) into a game called "Unity," which really should have thought longer and harder about its brand name. It uses four ability scores: Might, Agility, Mind, and Presence. You start with your pick of an initial spread of abilities - that I can't recall off the top of my head - your pick of where to place a +1, +0, -1, and +2. Then your race provides an intial spread of abilities: Humans, for example, receive +1, +1, +1, +1 while another race may receive +2, +0, +1, +1. Exact details escape me, but it's something along those lines.As an aside, if using four ability scores, I am happy with the following arrays. Choose either.
• +3, +2, +1, +0
• +2, +2, +2, +2
The numbers are somewhat high because I prefer to avoid dealing with negative numbers.
When considering ability scores, Celebrim offered a poignant point that I will again raise here:I am interested in seeing your considerations about ability scores.
I would also add that it is additional a reflection about a designer cares about in terms of the system.Ultimately, the decision to add or remove ability scores from a system has less to do with whether a system works, than it is a reflection about what the designer really cares about in terms of verisimilitude and character conception.
Blades in the Dark also uses an "ability score" system that I find intriguing. There are 12 actions that are divided between three attributes:
• Insight (Hunt, Survey, Study, Tinker);
• Prowess (Finesse, Prowl, Skirmish, Wreck);
• and Resolve (Attune, Command, Consort, Sway).
When it comes to the Six Attributes, Insight approximates Intelligence/Wisdom; Prowess approximates Strength/Dexterity/Constitution; and Resolve approximates Charisma/Wisdom.This seems to me, relating to the foursome, as:
• Intelligence ≈ Insight
• Dexterity+Strength ≈ Prowess
• Charisma ≈ Resolve
When it comes to the Six Attributes, Insight approximates Intelligence/Wisdom; Prowess approximates Strength/Dexterity/Constitution; and Resolve approximates Charisma/Wisdom.
However, I tend to think of these attributes as approximating Mind, Body, and Spirit.
Perception was integrated into Wisdom, at least in Six Attribute thinking. In another Forged in the Dark game, Scum and Villainy, 'Doctor' is an Insight action. So Medicine, another action/skill associated with Wisdom, is placed into Insight.Insight (Study and Tinker) seems like Intelligence.
Insight (Hunt and Survey) seems specifically Perception.
My purpose was not for you to reinforce your idea that somehow the "foursome" you devised is perfect.The two gaming systems together, Cypher and Blades in the Dark, evidence the essential utility of the foursome.
Together, they articulate each of the foursome
(1) I'm not a general fan of dehumanizing real people by trying to quantify them by imaginary game stats. That has less to do with my opinion on ability score preferences and more to do with my attitudes towards how people should be treated and discussed.It seems like you prefer to think of the abilities as more like skills that one can learn, rather than as labels that reduce a human. That seems reasonable.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.