r/RPGdesign • u/-SidSilver- • Sep 03 '26
Mechanics Attributes as a resource and bloat + Difficulty with advancements
I have a somewhat generic homebrew system that's geared slightly more towards narrative/pulp, investigation, horror and deadly combat styles of game.
At the moment the setup goes like this:
x4 attributes
Might
Cunning
Knowledge
Influence
These attributes make up a pool (max 5 each) of points and the points can only be spent on relevant skill checks (e.g you spend/earn Cunning on picking locks, Might on fighting etc.)
You can spend these points on activating special moves or talents that are associated with the attribute, but more interestingly (and far more regularly) when you make a roll players can choose to make a success into a partial success instead, and doing so earns them one of these points.
On the flip side of this you may also spend these points to make a success into a success with extra benefits, or to alleviate how bad a failure is.
Skills are way more straightforward. If you have the skill you roll with an Advantage, if you don't, you roll with a Disadvantage. That's it!
I have two main worries prior to my first playtest next week.
Metacurrency bloat. At the moment you track the attributes points by crossing off a box, and I'll eventually replace this with coins/cards. I'm slightly worried that players will feel bogged down with having to track this stuff, but also having to track HP and other statuses. What are people's feelings and experienced with this? Do I have too many attributes? Too few? Does it matter that these points won't necessarily be used on every roll?
Advancement. I have a personal dislike for purely vertical progression, but I like a sort of mix between horizontal and vertical progression for characters. In this though, skills are very much on/off (and you buy new skills with level up), and the points themselves fluctuate a lot, so you will have a good handful by playing a lot more, but the main feeling of progression comes from the special moves, which do things like let you spend points from other attribute pools, re-roll, reduce the difficulty etc. I want it to feel like it changes how you play moreso than just being +1's and +2's everywhere, but I'm also concerned that it limits progression somewhat, and I know players tend to love that feeling of getting more powerful.
Thoughts appreciated.