@RangerWickett just to dig into your post...
Okay, so
Strength affects weapon/armour usage and encumbrance and skills.
Constitution affects hit points (perhaps a reduced rate) and skills
Dexterity affects initiative and skills.
Intelligence provides more skill points/languages and skills.
Wisdom affects skills.
Charisma affects number of attuned items and skills.
I'd go:
STR - gear you can carry and use effectively, plus climb/jump/swim, and probably shove/grab; also saves to resist movement
DEX - skills are good enough (Acrobatics, Stealth, Thievery); also saves to resist area damage
CON - HP; also saves to resist poison
INT - skills, languages; no saves, but I would probably give people bonus skills
WIS - skills; also saves to resist illusions, deception, and attacks on your soul
CHA - skills (the best skills, one might say); also saves to resist charm and compulsion
Your saving throw bonuses would be affected by your ability scores (and proficiency). But the save DC of spells would just scale by level, maybe with options for characters to pick certain abilities they want to be extra good at.
rangerwickett said:
Just set the numbers to fair amounts, and rely on tactics to provide bonuses.
What numbers are we talking about, can you provide an example?
I prefer stuff to be affected by actions in play, and not only by choices during character creation. What I'd kinda love would be a mashup 5e-PF2 system, where your actions are used to directly progress toward victory (by dealing damage with attacks or casting major spells), but your bonus actions were all set up to do
nifty things:
- Pose a dilemma (e.g., create an aura, and if your opponent ends their turn in the aura, bad thing happens; or Press an opponent in melee: you choose a spot within 15 feet, and if they don't back up to it, you get +1d4 on your attacks against them next turn; if they do back up, you can't make OAs, but you can follow freely)
- Buff an ally (e.g., if you are a spellcaster, you can spend a bonus action to increase the DC of an ally spellcaster's next spell by 1d4)
- Battlefield adjustment (e.g., throw alchemist fire -- which does damage at end of turn if you stay in the fire, but not upon attack; or minor spells that conjure wind, smoke, etc.)
- Extreme mobility (e.g., jumping, misty step, throwing people)
So instead of trying to get stat boosts to increase your attack rolls and save DCs, you'd instead use bonus actions to do various tricks and tactics. Now there's a more narrative heft to things.