Jun 15, 2017, 12:17 PM

In the system I am designing, Attributes are conceptual (I'm considering Virtues or Elements, depending on where I go with it, for now I've been using the classic alchemical elements + 'spirit') and they intersect with Categories which are Physical/Social/Mental to create Skills, which are basically the Attribute as functioning in the Category. Since there are 5 Attributes, there is a total of 15 Skills. It's not a lot, but it's not meant to be a very detail-oriented system (and the nuances often come from Vocations, which if you've ever played 13th Age, are a little like Backgrounds in that game).

Each Attribute (Element) represents a particular thing. Fire is Power, Earth is Substance, Air is Freedom, Water is Change, and Spirit is Intuition. These are rough, and not at all encompassing. They're just words I've chosen to better illustrate why they combine with the Phys/Soc/Men categories to create the Skills they do. Elements go from 1-6, and they determine how many sides the dice you roll for an action has. Just double your rating in the Element and that's you die (1 would be a d2, which is just a coin).

From here, we start combining the Elements with the categories to get Skills. For example, Physical Fire is how your character physically exercises their power. We call it 'Brawn'. Your Mental Earth is how your character mentally exercises their substance (as in, their cohesiveness) and we call that 'Resolve'. Your Social Spirit is how your character socially exercises their intuition, we call it 'Empathy'. and so on and so forth. Your Skill rating can go from 1-12 and it determines how many dice you roll. All characters start with 1 in every Skill.

Despite each Skill corresponding to an Element, that doesn’t mean they are always rolled with that Element: every Skill can be combined with every Element. You roll Skill+Element, where Skill is the number of dice (1-12) and the Element is the type (how many sides). If you have Brawn 5 and Earth 2, you would roll 5d4.

The Skill is the means while the Element is the goal. If you are looking to be heard through the din of a crowd, you might roll Presence+Fire; while if you are trying to change someone’s mind about something, you might roll Socialize+Water. A person being psychically tortured might roll Resolve+Fire to power through it; while someone else might brush off social awkwardness with Integrity+Air, because they can be free of such concerns.

It’s not a static system and the narrator should allow players some leeway to interpret how their Skills and Elements can combine to achieve the same things through different combinations. Hanging from a ledge by one’s fingertips can be a Fortitude+Fire roll, or it can be a Brawn+Earth roll.

There's other considerations, but unless the narrator is determined to have someone use a specific combination (or a supernatural power calls for a specific roll), they should allow the player to decide which combination best suits (and it's usually the one most advantageous to the character, which again, is usually the one with the most amount of dice, as it raises the minimum success rate).

I haven't finished the system though I do have a combat system written up. More later if I am inclined.