Why Attractiveness and Personality, wouldn't simply reusing Charisma be better and easier?
Something I have considered, and wanted to put down as I sort my thoughts for record.
1st: It makes an even number of Physical to Mental stats as I laid them out in my initial rundown above. That balance helps in streamlining things. I'd need to force a 4 physical that would get awkward otherwise, or pull one of the mentals to balance things. Altogether awkward IMO.
2nd: It allows a player or NPC to be either super attractive *or* personable or choice of investing into *both* or dumping both for a variety of options. I like options for players to tinker with, it allows for replayability and decision making in the character creation process to impact how the game plays out.
3rd: Have you ever engaged a person you wanted to date who was a "10" and "out of your league" and realized they had absolutely no "game"? Just because someone is a hottie with a body doesn't mean they are kind, compassionate, sociable, funny, etc. They could be abusive and toxic people who get their way simply due to looks. This split allows representation of things like this with a mechanical backbone.
3's my lucky number, and good enough reasoning here.
Why is Perceptiveness an *attribute* instead of a *skill*?
Another consideration I made and this fits where my thought processes have been leaning.
1st: It's something that is independent of wisdom, or someone having iron will or someone having incredible memory for detail. This is both the quality of your senses being represented here, and your ability to utilize them to gather information which is important. As a nearsighted person with hearing loss and issues of vertigo, extreme light sensitivity and the sort I can appreciate the nuance and differences in my ability to perceive things compared to others. Needing to move my brothers couch and coffee table so I can read what is on his big screen tv by moving up a meter across the room is a prime example of a "low perception" rating.
2nd: I am not certain I want to generate and implement a "skill list" like exists in DnD/PF for this game. I could utilize the Attributes and then have modifiers that are accumulated like Perks or Boons which you apply. Say a "Sharp Sighted" perk that adds +2 to rolls when checking things via Vision on the party Rogue who is consistently sneaking forward to look out for danger might be gained. On the flip side, a potent explosion right in the face of someone may lead to them gaining the "Near-sighted" or "Light Blind" Drawback with a similar penalty to visual checks. I eliminate a big tab on a spreadsheet that requires a good bit of micromanagement over the course of a characters career by operating this way.
3rd: When race building, I can simply tack on extra default Perceptiveness for races that have better vision or hearing here instead of leaving a subset note of a racial trait that takes up space. Throwing a +5 or +10 on an attribute falls in line with the basic character creation outline without taking up lines of space which streamlines the notes for critters.
Do we *need* Hit Points?
Call me crazy, but if we are generating a brand new RPG system, we may not need them *at all*. I could introduce Vitality as a hybrid HP/Con Score/Wound setup here. Taking hits to the body dropping your Vitality Score and it regenerating over time allows it to act like HP and wounds which hamper your stamina via pain and being winded. Your speed via a limp. By tying it all together, I can enact a hybrid setup with a single attribute. Introducing regeneration even at a slow daily, or hourly recovery rate allows players to feel the pain of taking Wounds that impair them, with the promise that it gets better through rest and recovery over time. Eventually your stab wound stops bleeding and healing begins.
This would mean needing to make Wound thresholds and implement penalties to other attributes as Wound points were hit. It also means I likely need to implement a "Called Shot" mechanic where the players can target areas of the body of their target.
It *also* means my damage scaling needs to take in account the Attribute cap and scaling. Damage per attack and spell shrinks and those big shots from two handed weapon crits really will be felt. This impacts Lethality and the playstyle but it would be a neat change. Throwing skills and HP and other modifiers other systems rely upon and utilizing torn down and streamlined alternatives that actually generates flavorful depth is something I can get behind.
I'm curious if folks have opinions on what I am thinking so far and will continue to ramble so if you have input, let me have it. If not, thanks for reading and I'll be back when inspired again.