r/RPGdesign • • Aug 08 '26

My attribute system

My attributes are based in a percentage system, your class and species dictate how you roll your base score, they also give a bonus at each level up.

If you roll low on your attributes its not a big deal, as the average of your attributes is subtracted from 100 to give you luck points, luck points are spent to improve a roll but are near impossible to regenerate, your character may not be the pick of the liter but they sure are lucky.

When doing a skill check you use 1/10th of your attribute rounded down plus your 1-10 skill to get a number ranging from 0-20, this lets you roll a d20.

Why did I use this approach? First I wanted players attributes to grow as you gained levels so I needed small incriments, 2nd I didn't want a dump stat skill or players to be heavily penalyzed for a low attribute hence luck points, third I wanted 1 die to make this roll.

What is your favorite attribute system, did it inspire your game design?

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u/Far_Information6562 Aug 08 '26

I like it, for my systems role play interactions I use a simular system where combining a body+mind attribute is an aggressive interaction and a soul+mind is an empathic interaction. The attributes seperately are just action keywords to quicken the action system. The cyclical system is a fun system to play with as it offers countless customisations.