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Thread: Battle of the Attributes II

  1. #21
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    Quote Originally Posted by harmyn View Post
    I always felt the 8 attribute spread presented in Men In Black combined with the 1D to 5D range given for attributes left it way too open for munchkinie goodness. It was just too much spread. 6 attributes works better.
    Ditto.

    I always use the following just 'cause I like 'em=
    Agility, Physique, Coordination, Intellect, Perception, Presence, (with Psi or Magic depending on the campaign) with a 1D to 4D (for humans) range.

    -the Big O

  2. #22
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    Overall, I think I'm most drawn to the fairly comprehensive simplicity of the Mini Six attributes. I like how they mirror Moves, Muscles, Brains, and Cool from Ghostbusters (the first D6-related game I ran, and such a great RPG). Just a great distillation of what's important to a character, independent of genre. (Although, in my own tinkering, I've come to refer to them as Strength, Reflexes, Mind, and Charisma...)

  3. #23
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    I use the Space stuff. Str, Dex, Per, Kno, Mec, Tec, plus every magic system yet devised, so Fantasy Arcane, Fantasy Divine, Psi Space Opera, Sci Adventure, Metaphysics Space, Star Wars Force. And my attempt at a Ki system

  4. #24
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    Quote Originally Posted by Kalzazz View Post
    the Space stuff
    Not to be all, "yeah, what he said," on this, but I did want to also note that I think there's something special about the Space attributes. There is something to be said for their drawing the players into a setting, and I like that they carry on the Star Wars legacy.

  5. #25
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    Quote Originally Posted by retriever View Post
    Not to be all, "yeah, what he said," on this, but I did want to also note that I think there's something special about the Space attributes. There is something to be said for their drawing the players into a setting, and I like that they carry on the Star Wars legacy.
    The problem is that for even a lot of space based characters and settings, I think the Knowledge/Technical/Mechanical split is way too fine, especially since it only leaves three other attributes for everything else that isn't paranormal. It shows way too much that they were written for a specific kind of setting with a lot of emphasis on spacecraft.

  6. #26
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    Well, I just cant imagine liking breaking any of the other stats up, Ive played and run D6 Fantasy and really didnt like the changes to Dex and such

    I might consider just using it with 4 stats and wedge the mech and tech skills in wherever, but mostly I think it works as stands

  7. #27
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    I'd rather split out Strength and Durability, honestly. And having something to use as a Will or Charisma base isn't exactly revolutionary. But I'd rather have less stats than have a set that includes a lot of things that are going to be used as a dump stat in many settings, and that's what using the Space set generically does.

  8. #28
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    I quite like the idea of splitting strength and durability/constitution as well - I keep finding myself drawn to lists like Cortex, D20, Unisystem, and so on. If I were to reduce the number of attributes, I might go with some of the following possible options:


    Three Attributes

    Cold City (Contested Ground Studios): Action, Reason, Influence


    Four Attributes

    Active Exploits (Politically Incorrect Games): Fitness, Awareness, Creativity, Reasoning

    GURPS (Steve Jackson Games): Strength, Intelligence, Dexterity, Health

    The Lost World: Jurassic Park Role-Playing Game Book (Putnam Publishing Group): Agility, Strength, Perception, Mind

    Mechwarrior, 1st Edition (FASA Corporation): Body, Dexterity, Learning Ability, Leadership

    Mini Six (AntiPaladin Games) Might, Agility, Wit, Charm

    Spaceship Zero (Green Ronin Publishing): Brawn, Brains, Balance, Bravado


    Five Attributes

    Dune: Chronicles of the Imperium (Last Unicorn Games): Physique, Coordination, Intellect, Charisma, Prescience

    genreDiversion i (Politically Incorrect Games): Fitness, Awareness, Creativity, Reasoning, Influence

    James Bond 007 (Victory Games): Strength, Dexterity, Willpower, Perception, Intelligence

    Marvel Universe Roleplaying Game (Marvel): Intelligence, Strength, Agility, Speed, Durability

    Mechwarrior, 2nd Edition (FASA Corporation): Build, Reflexes, Intuition, Learning Ability, Charisma

    Savage Worlds (Pinnacle Entertainment Group, Inc.): Agility, Smarts, Spirit, Strength, Vigor

    Star Trek Role-Playing Game (Last Unicorn Games): Fitness, Coordination, Intellect, Presence, Psi

    Villains & Vigilantes (Fantasy Games Unlimited): Strength, Endurance, Agility, Intelligence, Charisma



    Of course, that's getting away from the original poll choices, but since Mini Six took a different path than any of the original OGL lists, no reason to not explore a bit...
    Last edited by Lee Torres; 02-26-2010 at 11:49 AM.

  9. #29

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    Of course, the Dune and Star Trek RPGs listed above were published by the same company and used the same system (Icon), so the attributes are the same for both games even though Dune renamed them slightly.

    Another thing to keep in mind with the Icon attributes is that each had two "edges" or subcategories-- in Dune, Physique had Strength/Constitution, Coordination had Dexterity/Reaction, Intellect had Logic/Perception, and Charisma had Presence/Willpower. These were rated as a zero-centered bonus/penalty to rolls made with the parent attribute, which in Icon meant rolling Xd6 (where X = your attribute score), keeping the highest die and adding edge (+/- 2) + skill (rated 1 - 5) versus a target difficulty. That meant in practice that your edges were important, and it's hard to really consider Icon a four-attribute system.

    If I had to fold together any of the Icon attributes/edges to make it a true six-attribute system, I'd probably fold Agility and either Intellect or Charisma (depending on the genre or setting of the specific game). That would give you essentially the same six attributes used by Cortex and Unisystem.

    NightOwl

  10. #30
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    Welcome the the boards, NightOwl!

    We'd bashed the idea of folding attributes around a bit on the original "Battle of the Attributes" thread - I personally like it as a concept, and if it's appropriate to a project might make use of it.

    I'm starting to get the impression that after these two threads on the topic (technically the discussion has been going on in a bunch of different threads, but mainly these two) that if there is ever a clear "winner" as a commonly used "standard" attribute set for D6, it'll be decided by the gaming community, not the designers - I guess we will put out what we think works best, and at some point there'll be some Open D6 content that gets a lot of support, acclaim, and attention, and then after that it'll probably become the main model for successors. It's still fun to bash the possibilities around, though!

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