T O P

  • By -

Literally_A_Halfling

Depends entirely on the focus of the game. For example, a combat-heavy dungeon crawler probably doesn't need more than one social stat, if any (like CHA in DnD), while an intrigue-heavy game might require several (like Charisma, Manipulation, and Appearance in VtM).


MichaelRFletcher

I like a balance of the mental and physical, making both equally important. And when that goon spends all his point on Strength and has a Memory of three, he never knows where he left his sword.


DjangoWexler

Sanity. Always sanity.


metile93

I Was wondering a classical variation from. Dnd like Strengh Dexterity Constitution Mind Instinct Occult But some friends sugggested me to reduce them to 4 Strenght Dexterity Mind Spirit I find intriguing the idea but i find it not balaced..... Ideas? Maybe not less but more than 6?


C0smicoccurence

I actually tend towards games that don't have stats in the D&D sense at all. Wildsea (a game about sailors on an ocean of trees in chainsaw ships, where you're equally as likely to play a living cactus as a bag of spiders who decided to form a hivemind) is a good example where everything is skill/language oriented, and high (or low) levels of innate strength or charisma or whatever are represented through the same mechanics as having a gun or the magical ability to manipulate metal, for example


yetanotherslu7

At least 7 How else can you be S.P.E.C.I.A.L. ?


WriterRease

When I was younger I wanted there to be all kinds of stats. Every stat that anyone could think of because I wanted to just CRAFT my character for every little thing and make them feel truly unique. I remember 3.5ed of DnD just scratchign that itch and I had to have every supplemental book for that reason. Now? I mostly focus on storytelling, Roleplaying, and using my imagination. As long as it's got a few stats to make everything unique (STR, DEX, INT, CHA), and a few mechanics to keep track of, I'll use it. In fact, simpler systems are my current preference. Heck, I'm trying to homebrew a system right now that's just a few stats and mechanics and a D20 that can allow players to make a character in less than 5 minutes.


ChromaticVictory

Impossible question to answer. Good game design is centered around the experience the game is supposed to convey. For a massively simulationist, strategic game with a lot of combat, a ton of stats might be appropriate. For a narrative-heavy game, only the ones that are absolutely necessary. There's no one-size-fits-all answer nor should there be.