GaelofDarkness
2020-09-15, 10:45 PM
I've been working on a stat/attribute/ability system for a bit and would really appreciate if the Playground would PEACH it or just let me know if any of this makes sense. Are the names both clear and suitably evocative? I'm especially wondering if "Grit" would make any sense. I wanted to distinguish between the kind of strength that swings a sword and the kind of strength that draws a bowstring and was having trouble pinning down the distinction. The idea of adjacent stats came from wanting stats to not be completely disconnected, does this workaround make sense? I've also put in some stuff about the skill and class systems I'm working on for context because they tie in pretty tightly to this iteration of stat the system.
Context
The stats are for a generic-ish system but the focus is high-fantasy adventuring. For full context, a basic roll in this system would be rolling three d20s and taking the middle number as your base result - so the distribution is a parabolic curve peaking at 10/11.
Reading Stats
Each stat has a score (say 32) and when a player makes a roll using that stat they add the tens digit - so +3 in this case. A low score would be in the 20s (modifier of +2) and a high score would be in the 60s (modifier of +6). Any use of "modifier" below refers to the tens digit of a stat's score.
The Stats
CLARFICATION: Here "stats" covers any general mental or physical ability that is not part of a specific practice or training so in dnd 5e it covers "Attributes", "Saving Throws" and "Skills".
There are twenty stats total and each stat has three "adjacent stats" which are meant to be related attributes. Each stat is treated symmetrically - if each stat were a point and you put lines between adjacent stats you'd get the dodecahedral graph (https://upload.wikimedia.org/wikipedia/commons/thumb/a/ad/Dodecahedron_schlegel_diagram.png/180px-Dodecahedron_schlegel_diagram.png). The stats are
Stat
Description
Adjacent Stats
Agility
Mobility and athleticism. Use to jump over chasms or swing from trapeze.
Evasion, Grit, Quickness
Brawn
Sheer strength and muscle. Use to swing mauls or lift weights.
Charm, Grit, Hardiness
Charm
Abiltiy to get people to like you. Use to ingratiate yourself with a benefactor or distract with a flirtation.
Brawn, Pluck, Zeal
Dexterity
Fine motor control and precision. Use to wield a knife skillfully or to pick pockets.
Evasion, Scrutiny, Wits
Evasion
Stealth and ability to go without notice. Use to sneak up on a target or to lose a tail.
Agility, Dexterity, Vigilance
Fortitude
Capacity to withstand stress and pain. Use to recover health or to endure something painful.
Hardiness, Judgement, Zeal
Grit
Sinewy strength and ability to hold on under strain. Use to wield a bow and arrow or to hang on a ledge.
Agility, Brawn, Wits
Hardiness
Health and stamina. Use in calculating health and to shrug off effects of a poison.
Brawn, Fortitude, Quickness
Instinct
Gut feelings and survival skills. Use to handle animals or assess a threat or track someone.
Judgement, Quickness, Vigilance
Judgement
Insight and wisdom. Use to assess another's motives or to see through deception.
Fortitude, Instinct, Memory
Lucidity
Ability to focus and keep a clear head. Use to think straight when impeded or to recognise illusions.
Memory, Scrutiny, Vigilance
Memory
Retention and recall. Use to recall general info on something or to research for mentions of it in a library.
Judgement, Lucidity, Tact
Pluck
Courage and morale. Use to keep spirits high and hold firm under duress.
Charm, Reason, Wits
Quickness
Reaction speed and initiative. Use to outrun someone or to avoid a sprung trap.
Agility, Hardiness, Instinct
Reason
Logic and intelligence. Use to decipher a code or understand a formula.
Pluck, Scrutiny, Tact
Scrutiny
Invesitagtion and assessment skills. Use to identify an item or find something hidden.
Dexterity, Lucidity, Reason
Tact
Subtlety and social graces. Use to persuade or calm someone down.
Memory, Reason, Zeal
Vigilance
Perception and awareness. Use to keep lookout or to spot something unusal.
Lucidity, Memory, Scrutiny
Wits
Cunning and deception. Use to craft a lie or hide something where it won't be found.
Dexterity, Grit, Pluck
Zeal
Forcefulness and ferocity. Use to intimidate or command.
Charm, Fortitude, Tact
Stat Increases
When you buy a stat increase at character creation/advancement, you increase one stat by 8 and each of its adjacent stats by 2 (EDIT: you increase one stat by 10 and each of its adjacent stats by 4). The general idea for limiting stat growth is a stat can't be more than 20 points bigger than its adjacent stats. This is to prevent a character from going all in on one stat and is meant to reflect that these stats are connected and feed into each other. I might adjust the amount of difference allowed depending on how it plays out at the table - maybe have it tied to level.
Skill System
CLARIFICATION: Here "skills" refers to limited areas of expertise that are part of a character's specific training or practice. For example, using bows and arrows is a skill as would be using alchemical tools but acrobatics wouldn't be.
EDIT: See the post with "REVISIONS" below for how this is being changed.
There's a skill system with three levels of skill: adept, expert and master. A character would only be expecte to have a small number of skills that are particular to their specialisation. Depending on their level of skill a character adds a different bonus to a roll in addition to their relevant stat's modifier.
Adept: relevant modifier + half of (the modifer of an adjacent stat + their level).
Expert: relevent modifier + half of (the modifier of two adjacent stats and their level added together).
Master: relevant modifier + half of (the modifier of all three adjacent stats and their level added together).
Connection to Class System
There are twelve classes and each will be tied to five stats. These are the stats that the class-specific abilities use and the stats the class will boost.(If you look at the dodecahedral graph linked above and think of each point as a different stat then each face/loop with five corners is one of the classes and the corners would be the five stats tied to it).
Class
Description
Associated Stats
Argosy
A walking, talking wellspring of engergy, the argosy channels primal energies and can wield them to great effect. However, the brightest candles burn fastest - their power takes its toll on them. Meant to fulfil and offensive role.
Fortitude, Hardiness, Instinct, Judgement, Quickness
Champion
A dedicated and relentless fighter, the champion is driven by powerful emotion to endure hardship and push their allies onward. The champion is meant to fulfil the role of tanks like berserker if driven by rage, paladin if driven by devotion, etc. Meant to fulfil a defensive role.
Brawn, Charm, Fortitude, Hardiness, Zeal
Disciple
A practiced and careful operator, the disciple is hard to pin down and able to strike quickly while staying mobile. Meant to fulfil a controller role.
Dexterity, Evasion, Lucidity, Scrutiny, Vigilance
Keeper
A vault of secrets and the means to hold it shut, the keeper often stands apart from their comrades but they are invaluable allies. They specialise in strange, witchy ways to outmanoeuvre other mechanations and keep theirs ticking along. Meant to fulfil a defensive role.
Instinct, Judgement, Lucidity, Memory, Vigilance
Knave
Someone who operates just outside the bounds of upstanding society, none can deny that the knave gets things done by pursuing any opportunity or advantage without hesitation. This would be the equivalent of the rouge and/or ranger type classes. Meant to fulfil an offensive role.
Agility, Dexterity, Evasion, Grit, Wits
Marshal
Somone who makes sure their allies are operating in concert, the marshal sees the strategies at play in any given interaction and devises the best course of action to success. They can also hold their own, helping spearhead forward to the high ground. Meant to fulfil a supportive role.
Brawn, Charm, Grit, Pluck, Wits
Petitioner
A source of support and allies for the right price, the petitioner is a conjurer who knows the right words and actions to call upon higher powers to come to their aid. Meant to fulfil a controller role.
Fortitude, Judgement, Memory, Tact, Zeal
Scholar
A sage or a nerd depending on your perspective, the scholar is the most knowledgeable and can mobilse complex forces beyond the ken of their allies. Meant to fulfil a controller role.
Lucidity, Memory, Reason, Scrutiny, Tact
Shifter
One who adapts fluidly to their situations so that they belong nowhere, the shifter can change their form and abilities to deal with a number of threats. They are often those who stand between order and chaos though they are touched by chaos as a result. Meant to fulfil a defensive role.
Agility, Evasion, instinct, Quickness, Vigilance
Steward
A talented and charismatic force of nature, the steward is gifted with power that they can use to bolster allies and wangle their way out of difficult situations. Something of a face for the party. Comparable to a sorcerer or bard. Meant to fulfil a supportive role.
Charm, Pluck, Reason, Tact, Zeal
Warrior
The quintessential fighter, the warrior wields their weapons valiantly into battle. Meant to fulfil an offensive role.
Agility, Brawn, Grit, Hardiness, Quickness
Wright
Specialised in crafting and maintenance, the wright keeps their allies well equipped - sometimes through unstable, arcane alchemy. Meant to fulfil a supportive role.
Dexterity, Pluck, Reason, Scrutiny, Wits
These are obviously meant to be classes for fantasy adventure but the archetypes they fit are meant to be fairly broad both to give each characterisation and to maybe fit them into different settings at some point.
Context
The stats are for a generic-ish system but the focus is high-fantasy adventuring. For full context, a basic roll in this system would be rolling three d20s and taking the middle number as your base result - so the distribution is a parabolic curve peaking at 10/11.
Reading Stats
Each stat has a score (say 32) and when a player makes a roll using that stat they add the tens digit - so +3 in this case. A low score would be in the 20s (modifier of +2) and a high score would be in the 60s (modifier of +6). Any use of "modifier" below refers to the tens digit of a stat's score.
The Stats
CLARFICATION: Here "stats" covers any general mental or physical ability that is not part of a specific practice or training so in dnd 5e it covers "Attributes", "Saving Throws" and "Skills".
There are twenty stats total and each stat has three "adjacent stats" which are meant to be related attributes. Each stat is treated symmetrically - if each stat were a point and you put lines between adjacent stats you'd get the dodecahedral graph (https://upload.wikimedia.org/wikipedia/commons/thumb/a/ad/Dodecahedron_schlegel_diagram.png/180px-Dodecahedron_schlegel_diagram.png). The stats are
Stat
Description
Adjacent Stats
Agility
Mobility and athleticism. Use to jump over chasms or swing from trapeze.
Evasion, Grit, Quickness
Brawn
Sheer strength and muscle. Use to swing mauls or lift weights.
Charm, Grit, Hardiness
Charm
Abiltiy to get people to like you. Use to ingratiate yourself with a benefactor or distract with a flirtation.
Brawn, Pluck, Zeal
Dexterity
Fine motor control and precision. Use to wield a knife skillfully or to pick pockets.
Evasion, Scrutiny, Wits
Evasion
Stealth and ability to go without notice. Use to sneak up on a target or to lose a tail.
Agility, Dexterity, Vigilance
Fortitude
Capacity to withstand stress and pain. Use to recover health or to endure something painful.
Hardiness, Judgement, Zeal
Grit
Sinewy strength and ability to hold on under strain. Use to wield a bow and arrow or to hang on a ledge.
Agility, Brawn, Wits
Hardiness
Health and stamina. Use in calculating health and to shrug off effects of a poison.
Brawn, Fortitude, Quickness
Instinct
Gut feelings and survival skills. Use to handle animals or assess a threat or track someone.
Judgement, Quickness, Vigilance
Judgement
Insight and wisdom. Use to assess another's motives or to see through deception.
Fortitude, Instinct, Memory
Lucidity
Ability to focus and keep a clear head. Use to think straight when impeded or to recognise illusions.
Memory, Scrutiny, Vigilance
Memory
Retention and recall. Use to recall general info on something or to research for mentions of it in a library.
Judgement, Lucidity, Tact
Pluck
Courage and morale. Use to keep spirits high and hold firm under duress.
Charm, Reason, Wits
Quickness
Reaction speed and initiative. Use to outrun someone or to avoid a sprung trap.
Agility, Hardiness, Instinct
Reason
Logic and intelligence. Use to decipher a code or understand a formula.
Pluck, Scrutiny, Tact
Scrutiny
Invesitagtion and assessment skills. Use to identify an item or find something hidden.
Dexterity, Lucidity, Reason
Tact
Subtlety and social graces. Use to persuade or calm someone down.
Memory, Reason, Zeal
Vigilance
Perception and awareness. Use to keep lookout or to spot something unusal.
Lucidity, Memory, Scrutiny
Wits
Cunning and deception. Use to craft a lie or hide something where it won't be found.
Dexterity, Grit, Pluck
Zeal
Forcefulness and ferocity. Use to intimidate or command.
Charm, Fortitude, Tact
Stat Increases
When you buy a stat increase at character creation/advancement, you increase one stat by 8 and each of its adjacent stats by 2 (EDIT: you increase one stat by 10 and each of its adjacent stats by 4). The general idea for limiting stat growth is a stat can't be more than 20 points bigger than its adjacent stats. This is to prevent a character from going all in on one stat and is meant to reflect that these stats are connected and feed into each other. I might adjust the amount of difference allowed depending on how it plays out at the table - maybe have it tied to level.
Skill System
CLARIFICATION: Here "skills" refers to limited areas of expertise that are part of a character's specific training or practice. For example, using bows and arrows is a skill as would be using alchemical tools but acrobatics wouldn't be.
EDIT: See the post with "REVISIONS" below for how this is being changed.
There's a skill system with three levels of skill: adept, expert and master. A character would only be expecte to have a small number of skills that are particular to their specialisation. Depending on their level of skill a character adds a different bonus to a roll in addition to their relevant stat's modifier.
Adept: relevant modifier + half of (the modifer of an adjacent stat + their level).
Expert: relevent modifier + half of (the modifier of two adjacent stats and their level added together).
Master: relevant modifier + half of (the modifier of all three adjacent stats and their level added together).
Connection to Class System
There are twelve classes and each will be tied to five stats. These are the stats that the class-specific abilities use and the stats the class will boost.(If you look at the dodecahedral graph linked above and think of each point as a different stat then each face/loop with five corners is one of the classes and the corners would be the five stats tied to it).
Class
Description
Associated Stats
Argosy
A walking, talking wellspring of engergy, the argosy channels primal energies and can wield them to great effect. However, the brightest candles burn fastest - their power takes its toll on them. Meant to fulfil and offensive role.
Fortitude, Hardiness, Instinct, Judgement, Quickness
Champion
A dedicated and relentless fighter, the champion is driven by powerful emotion to endure hardship and push their allies onward. The champion is meant to fulfil the role of tanks like berserker if driven by rage, paladin if driven by devotion, etc. Meant to fulfil a defensive role.
Brawn, Charm, Fortitude, Hardiness, Zeal
Disciple
A practiced and careful operator, the disciple is hard to pin down and able to strike quickly while staying mobile. Meant to fulfil a controller role.
Dexterity, Evasion, Lucidity, Scrutiny, Vigilance
Keeper
A vault of secrets and the means to hold it shut, the keeper often stands apart from their comrades but they are invaluable allies. They specialise in strange, witchy ways to outmanoeuvre other mechanations and keep theirs ticking along. Meant to fulfil a defensive role.
Instinct, Judgement, Lucidity, Memory, Vigilance
Knave
Someone who operates just outside the bounds of upstanding society, none can deny that the knave gets things done by pursuing any opportunity or advantage without hesitation. This would be the equivalent of the rouge and/or ranger type classes. Meant to fulfil an offensive role.
Agility, Dexterity, Evasion, Grit, Wits
Marshal
Somone who makes sure their allies are operating in concert, the marshal sees the strategies at play in any given interaction and devises the best course of action to success. They can also hold their own, helping spearhead forward to the high ground. Meant to fulfil a supportive role.
Brawn, Charm, Grit, Pluck, Wits
Petitioner
A source of support and allies for the right price, the petitioner is a conjurer who knows the right words and actions to call upon higher powers to come to their aid. Meant to fulfil a controller role.
Fortitude, Judgement, Memory, Tact, Zeal
Scholar
A sage or a nerd depending on your perspective, the scholar is the most knowledgeable and can mobilse complex forces beyond the ken of their allies. Meant to fulfil a controller role.
Lucidity, Memory, Reason, Scrutiny, Tact
Shifter
One who adapts fluidly to their situations so that they belong nowhere, the shifter can change their form and abilities to deal with a number of threats. They are often those who stand between order and chaos though they are touched by chaos as a result. Meant to fulfil a defensive role.
Agility, Evasion, instinct, Quickness, Vigilance
Steward
A talented and charismatic force of nature, the steward is gifted with power that they can use to bolster allies and wangle their way out of difficult situations. Something of a face for the party. Comparable to a sorcerer or bard. Meant to fulfil a supportive role.
Charm, Pluck, Reason, Tact, Zeal
Warrior
The quintessential fighter, the warrior wields their weapons valiantly into battle. Meant to fulfil an offensive role.
Agility, Brawn, Grit, Hardiness, Quickness
Wright
Specialised in crafting and maintenance, the wright keeps their allies well equipped - sometimes through unstable, arcane alchemy. Meant to fulfil a supportive role.
Dexterity, Pluck, Reason, Scrutiny, Wits
These are obviously meant to be classes for fantasy adventure but the archetypes they fit are meant to be fairly broad both to give each characterisation and to maybe fit them into different settings at some point.