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What system has your favorite Attributes/Stats setup?
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<blockquote data-quote="Argyle King" data-source="post: 5381840" data-attributes="member: 58416"><p>It's nothing mind blowing, but I feel that the way GURPS 4E is set up is both simple and meaningful when it comes to attributes.</p><p> </p><p> </p><p>ST (strength)</p><p>DX (dexterity)</p><p>IQ (intelligence)</p><p>HT (health)</p><p> </p><p>Those four above are your main stats. Charisma is not a stat at all; instead, it is an advantage which can be bought with character points.</p><p> </p><p>You then have a set of secondary attributes which are based upon the main four; those are listed below.</p><p> </p><p>HP (hit points; based on ST)</p><p>Per (perception; based on IQ)</p><p>Will* (will; based on IQ)</p><p>FP (fatigue Points; based on HT)</p><p> </p><p>*I normally run my games with a house rule which makes Will a full fledged main stat of its own. (Mechanically there's nothing wrong with IQ and Will being attached at all; just a person preference.)</p><p> </p><p>I suppose you could also consider Basic Speed and Move to be secondary attributes as well since they are derived from your stats. For those unfamiliar with GURPS, Speed is used in a manner similar to initiative in D&D; move is how far your can move with a move action.</p><p> </p><p>I think the main thing I like about the set up is how the attributes are given more meaning within the way the game is set up. There are some games I've played in which the book claims that the stats mean something, but, in practice, turn out to mainly serve as something to base your attack powers on. In some of those games, I often feel as though all characters could simply have one stat called 'The Stat' and the game would work exactly the same.</p><p> </p><p>I also like how Charisma is broken away from the attributes. Sure, smarts and looks might help someone appear charismatic, but true charisma is something which often shines through independently of your physical and mental statures. </p><p> </p><p> </p><p>If I had to a system which is my least favorite? hmm... I wouldn't say I've played any games which had glaring issues with stat set up. Though, if I'm forced to choose one for the purposes of this conversation, I'd say that sometimes D&D 4E bothers me simply due to the issue of stats seeming to have less and less meaning as the game evolves. There are times when I feel as though my character's stats are more akin to numbers/statistics on a Magic or Pokemon card than they are reflective of any sort of guidelines for the type of person my character is.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5381840, member: 58416"] It's nothing mind blowing, but I feel that the way GURPS 4E is set up is both simple and meaningful when it comes to attributes. ST (strength) DX (dexterity) IQ (intelligence) HT (health) Those four above are your main stats. Charisma is not a stat at all; instead, it is an advantage which can be bought with character points. You then have a set of secondary attributes which are based upon the main four; those are listed below. HP (hit points; based on ST) Per (perception; based on IQ) Will* (will; based on IQ) FP (fatigue Points; based on HT) *I normally run my games with a house rule which makes Will a full fledged main stat of its own. (Mechanically there's nothing wrong with IQ and Will being attached at all; just a person preference.) I suppose you could also consider Basic Speed and Move to be secondary attributes as well since they are derived from your stats. For those unfamiliar with GURPS, Speed is used in a manner similar to initiative in D&D; move is how far your can move with a move action. I think the main thing I like about the set up is how the attributes are given more meaning within the way the game is set up. There are some games I've played in which the book claims that the stats mean something, but, in practice, turn out to mainly serve as something to base your attack powers on. In some of those games, I often feel as though all characters could simply have one stat called 'The Stat' and the game would work exactly the same. I also like how Charisma is broken away from the attributes. Sure, smarts and looks might help someone appear charismatic, but true charisma is something which often shines through independently of your physical and mental statures. If I had to a system which is my least favorite? hmm... I wouldn't say I've played any games which had glaring issues with stat set up. Though, if I'm forced to choose one for the purposes of this conversation, I'd say that sometimes D&D 4E bothers me simply due to the issue of stats seeming to have less and less meaning as the game evolves. There are times when I feel as though my character's stats are more akin to numbers/statistics on a Magic or Pokemon card than they are reflective of any sort of guidelines for the type of person my character is. [/QUOTE]
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