I like attributes. However, I would increasingly like to see them do something different than just add to skills and then you use the total as your TN.
I've been thinking about a system where your TN is derived from skills along, but your attributes give you perks per level which make the application of relevant skills and talents more effective. For example:
Let's say you have attributes on a level of 1-5. Four attributes: Strength, Grace, Presence, Intelligence, just to pull a few out of a hat. Unlike most systems, each of these start at 0 - a 1 or higher represents a degree of the attribute that is above the humdrum, ordinary baseline. However, each time you buy a level, you can also choose, say, one of two perks that will give you a special thing.
Strength 1 might open two potential perks:
- Heavy-handed: A successful melee attack has a chance to stagger an opponent, applying a penalty to their next action roll.
- Walk It Off: Character takes reduced wound and environmental penalties.
Meanwhile, skills are their own thing, rolled exclusively from their own ratings. But higher stats will definitely affect what you can do with those skills, and how they're likely to be applied. A character with Presence 3 might have an perk array of Taunt (roll Persuasion in battle to force a targeted character to attack you with a melee attack next round), Never A Stranger (Your character knows Someone in every social venue - they can get themselves and one other person into any social or entertainment event without a roll), and Negotiator (Costs for equipment and services are reduced by your Presence level.) Another character, with the same Presence level, might instead have: All Eyes on Me (With a successful social skill roll in a non-combat situation, the character can dominate a target's attention - they automatically fail rolls to notice anything but the character until the character is gone or their spiel is interrupted. If there are multiple targets, the effect is reduced by 25%. I.e. two targets now have a 75% chance to fail to notice things, 3 a 50% chance, 4 a 25% chance.), Con Man/Woman (Your character has additional income, proportionate to their Presence, which comes from running low-level scams, grifts, and hustles off-screen.), and Wordsmith (As long as your character can make themselves understood in the language at hand, they do not suffer from untrained penalties for social skills.)
Note, none of those are at all balanced or thought through. But I'd just like to see something along those lines, where attributes open up more possibilities and special actions, while skill rolls govern success or failure.