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title Attributes System
summary Six core attributes (STR, FIN, END, WIT, AWR, CHA) that measure character capability, with thresholds, checks, progression, racial bases, and equipment modifiers
audience
developer
agent
designer
topics
attributes
capability
strength
finesse
endurance
wit
awareness
charm
checks
progression
racial-attributes
prerequisites
related
gdd-classes.md
personality-traits.md
races-tribes-doc.md
gdd-combat.md
last_validated 2026-01-18

Attributes System

1. Overview

Attributes represent a character's innate capabilities. They affect nearly every action in the game, from combat effectiveness to crafting quality to social interactions. All characters—players and NPCs—use the same attribute system.

Principle Description
Universal Same 6 attributes for all races and classes
Foundational Attributes modify action outcomes, not determine them
Progression Grow through class levels and milestones
Distinct from Personality Attributes = what you can do; Traits = what you tend to do

2. The Six Attributes

Attribute Abbr Description
Strength STR Physical power, raw force, muscular capacity
Finesse FIN Precision, agility, coordination, dexterity
Endurance END Stamina, toughness, resilience, constitution
Wit WIT Mental acuity, learning capacity, reasoning
Awareness AWR Perception, alertness, situational reading
Charm CHA Social presence, persuasiveness, leadership

3. Attribute Functions

Strength (STR)

Function Effect
Melee damage Base damage modifier for melee weapons
Carry capacity Maximum inventory weight
Physical labor Efficiency at mining, chopping, lifting
Intimidation Force-based social pressure
Grappling Wrestling, restraining, breaking free
Breaking objects Doors, locks (brute force), obstacles
Thrown weapons Damage (not accuracy)
Knockback resistance Resist being pushed/moved

Strength Thresholds

STR Carry Capacity Melee Modifier
5 25 kg -15% damage
8 40 kg -5% damage
10 50 kg Baseline
12 60 kg +5% damage
15 75 kg +12% damage
18 90 kg +20% damage
20+ 100+ kg +25%+ damage

Finesse (FIN)

Function Effect
Ranged accuracy Hit chance with bows, crossbows, thrown
Dodge/Evasion Avoid incoming attacks
Stealth Move unseen, hide effectively
Lockpicking Open locks without keys
Pickpocketing Steal from persons
Crafting precision Fine detail work quality
Aimed attacks Success rate for called shots
Attack speed Slight modifier to attack frequency
Trap disarming Safely disable traps

Finesse Thresholds

FIN Dodge Bonus Ranged Accuracy
5 -10% -15%
8 -3% -5%
10 Baseline Baseline
12 +4% +5%
15 +10% +12%
18 +16% +20%
20+ +20%+ +25%+

Endurance (END)

Function Effect
Health pool Maximum health points
Stamina pool Maximum stamina points
Stamina recovery Base regeneration rate
Health recovery Natural healing rate
Poison resistance Reduce poison damage/duration
Disease resistance Resist contracting illness
Environmental resistance Tolerate temperature extremes
Fatigue resistance Slower stamina drain
Knockout threshold Resist being stunned/KO'd

Endurance Thresholds

END Health Modifier Stamina Modifier Resistance
5 -25% -25% -15%
8 -10% -10% -5%
10 Baseline Baseline Baseline
12 +10% +10% +5%
15 +20% +20% +12%
18 +32% +32% +20%
20+ +40%+ +40%+ +25%+

Wit (WIT)

Function Effect
Mana pool Maximum mana points (if magic-capable)
Mana regeneration Recovery rate
Learning speed XP gain modifier
Recipe discovery Chance to discover through experimentation
Investigation Find clues, analyze situations
Deception (intellectual) Construct convincing lies
Insight Detect lies, read motives
Appraisal Assess item value accurately
Strategy Combat AI priority targeting (NPCs)

Wit Thresholds

WIT Mana Modifier XP Modifier Discovery Chance
5 -25% -10% -30%
8 -10% -3% -10%
10 Baseline Baseline Baseline
12 +10% +3% +10%
15 +20% +7% +20%
18 +32% +12% +35%
20+ +40%+ +15%+ +50%+

Awareness (AWR)

Function Effect
Detection Spot hidden enemies, traps, nodes
Tracking Follow trails, interpret signs
Combat initiative Act earlier in combat
Ambush prevention Chance to avoid surprise
Ambush execution Bonus when ambushing others
Ranged defense Awareness of incoming projectiles
Environmental reading Notice weather changes, danger signs
Eavesdropping Overhear conversations
Search thoroughness Find hidden items, compartments

Awareness Thresholds

AWR Detection Modifier Initiative Modifier
5 -20% -15%
8 -7% -5%
10 Baseline Baseline
12 +8% +5%
15 +18% +12%
18 +30% +20%
20+ +40%+ +25%+

Charm (CHA)

Function Effect
Trade prices Buy low, sell high
Persuasion Convince NPCs of positions
Leadership Party order compliance
Recruitment Attract followers, hire rates
NPC disposition Starting attitude modifier
Morale effect Inspire allies, intimidate foes
Bribery success Effectiveness of bribes
Faction standing gain Bonus to reputation gains
Performance Entertainment, distraction

Charm Thresholds

CHA Price Modifier Disposition Modifier
5 +15% buy, -15% sell -15 starting opinion
8 +5% buy, -5% sell -5 starting opinion
10 Baseline Baseline
12 -4% buy, +4% sell +5 starting opinion
15 -10% buy, +10% sell +12 starting opinion
18 -16% buy, +16% sell +20 starting opinion
20+ -20%+ buy, +20%+ sell +25+ starting opinion

4. Attribute Checks

When an action's success is uncertain, an attribute check determines the outcome.

Check Formula

Success Chance = Base Difficulty + (Attribute × Scaling) + Modifiers

Difficulty Levels

Difficulty Base Chance Example
Trivial 95% Lifting a chair
Easy 80% Climbing a rope
Moderate 60% Picking a standard lock
Hard 40% Tracking day-old trail
Very Hard 25% Spotting invisible creature
Extreme 10% Lifting a portcullis alone
Nearly Impossible 2% Convincing sworn enemy to help

Attribute Scaling

Attribute Value Modifier to Base
5 -15%
8 -5%
10 +0%
12 +6%
15 +15%
18 +24%
20 +30%

Additional Modifiers

Source Modifier Range
Relevant skill +5% to +30%
Quality equipment +5% to +20%
Environmental conditions -20% to +10%
Status effects -30% to +15%
Assistance +10% to +25%

Opposed Checks

When two characters compete:

Attacker Roll vs Defender Roll
Higher wins (ties favor defender)

Roll = Base 50 + (Attribute × 3) + Skill Bonus + Modifiers + Random(-10 to +10)
Opposed Check Type Attacker Attribute Defender Attribute
Grapple STR STR or FIN
Stealth vs Detection FIN AWR
Pickpocket FIN AWR
Intimidation STR or CHA END or CHA
Deception WIT + CHA WIT + AWR
Persuasion CHA WIT
Pursuit (foot chase) END END

5. Attribute Progression

Sources of Attribute Growth

Source Frequency Amount
Class level-up Each level +1-2 to class-relevant attributes
Total level milestone Every 10 total levels +1 to all attributes
Skill passive When unlocked +1-3 to specific attribute
Equipment While worn Temporary bonus
Consumables Duration-limited Temporary bonus
Permanent items Rare Permanent +1-2
Training Time + cost Permanent (limited)

Class Attribute Bonuses

Each class has primary and secondary attributes that gain bonuses on level-up.

Class Category Primary Secondary
Gathering (Miner, etc.) END, STR AWR
Crafting (Blacksmith, etc.) FIN, WIT END
Combat (Warrior, etc.) STR, END AWR
Stealth (Thief, etc.) FIN, AWR WIT
Magic (Mage, etc.) WIT END, AWR
Social (Trader, etc.) CHA, WIT AWR
Hybrid (Ranger, etc.) Varies Varies

Level-Up Attribute Gains

Level Type Primary Gain Secondary Gain
Class level 1-10 +1 per level +1 per 2 levels
Class level 11-20 +1 per level +1 per 2 levels
Class level 21-30 +1 per 2 levels +1 per 3 levels
Class level 31+ +1 per 3 levels +1 per 4 levels

Total Level Milestone Bonus

Total Levels Bonus
10 +1 all attributes
20 +1 all attributes
30 +1 all attributes
40 +1 all attributes
50+ +1 all per 10 levels

Attribute Training

Characters can train attributes outside of leveling:

Requirement Description
Trainer NPC with higher attribute + Trainer class
Time Days to weeks per point
Cost Scales with current attribute
Limit +3 maximum per attribute via training
Current Attribute Training Time Cost
10-12 7 days 50 silver
13-15 14 days 150 silver
16-18 30 days 500 silver
19+ 60 days 2 gold

6. Racial Base Attributes

Settlement Races

Race STR FIN END WIT CHA AWR Total
Humans 10 10 10 10 10 10 60
Elves 8 12 8 12 11 12 63
Dwarves 12 9 14 10 9 10 64
Lizardfolk 11 10 12 9 7 11 60
Kobolds 8 12 9 11 8 11 59

Tribal Races

Race STR FIN END WIT CHA AWR Total
Gnolls 12 10 12 9 8 12 63
Goblins 7 13 8 11 7 11 57
Orcs 14 9 13 8 7 9 60
Ogres 16 7 15 6 5 8 57
Trolls 18 6 16 5 4 9 58

Racial Attribute Notes

  • Humans are baseline (10 across all)
  • Total variance compensates for racial abilities
  • Physical races trade mental stats for physical
  • No race has all high or all low attributes

7. Equipment Attribute Modifiers

Equipment Slots with Attribute Bonuses

Slot Common Attributes
Head WIT, AWR
Chest END, STR
Hands FIN, STR
Legs END, FIN
Feet FIN, AWR
Accessory 1 Any
Accessory 2 Any

Bonus by Item Quality

Quality Typical Bonus
Common +0
Quality +1
Fine +1-2
Superior +2
Masterwork +2-3
Legendary +3-5

Enchantment Bonuses

Enchantment Tier Attribute Bonus
Minor +1
Moderate +2
Greater +3
Superior +4
Legendary +5

8. Temporary Attribute Effects

Consumables

Item Type Attribute Bonus Duration
Strength Potion STR +3-5 1-4 hours
Agility Elixir FIN +3-5 1-4 hours
Fortitude Brew END +3-5 1-4 hours
Clarity Tonic WIT +3-5 1-4 hours
Alertness Draught AWR +3-5 1-4 hours
Charisma Philter CHA +3-5 1-4 hours
Quality meal END +1-2 Until rest

Status Effects

Condition Attribute Effect
Exhausted -3 all attributes
Well Rested +1 all attributes
Poisoned -2 END, -1 STR
Intoxicated -2 WIT, -2 FIN, +1 CHA
Frightened -2 CHA, -1 all others
Inspired +2 CHA, +1 WIT
Wounded (moderate) -1 STR, -1 FIN
Wounded (severe) -3 STR, -2 FIN, -2 END

Environmental Effects

Condition Attribute Effect
Extreme cold -2 FIN, -1 STR
Extreme heat -2 END, -1 WIT
Darkness -3 AWR (without darkvision)
Thin air (altitude) -2 END
Dehydration -2 all attributes
Starvation -3 STR, -2 END, -1 all others

9. Attribute Interactions by System

Combat System

Mechanic Attributes Used
Melee damage STR
Ranged accuracy FIN
Dodge chance FIN
Health pool END
Stamina pool END
Initiative AWR
Ambush detection AWR
Aimed attack success FIN
Knockdown resistance STR, END
Intimidation (demand surrender) STR or CHA

Magic System

Mechanic Attributes Used
Mana pool WIT
Mana regeneration WIT
Spell learning speed WIT
Spell resistance WIT, END
Enchanting success WIT, FIN

Crafting System

Mechanic Attributes Used
Crafting quality FIN (precision) + WIT (understanding)
Recipe discovery WIT
Crafting speed FIN
Tool effectiveness STR (heavy tools), FIN (fine tools)

Gathering System

Mechanic Attributes Used
Mining efficiency STR, END
Foraging quality AWR, FIN
Hunting tracking AWR
Fishing FIN, AWR
Node detection AWR

Social System

Mechanic Attributes Used
Trade prices CHA
Persuasion CHA
Intimidation STR or CHA
Deception WIT, CHA
Insight (detect lies) WIT, AWR
Leadership (orders) CHA
Recruitment CHA
Faction standing gains CHA

Party System

Mechanic Attributes Used
Order compliance Leader's CHA vs member's WIT
Loyalty gain rate Leader's CHA
Training speed (as trainer) WIT, relevant attribute
Training speed (as trainee) WIT

Stealth System

Mechanic Attributes Used
Hide success FIN
Move silently FIN
Detection avoidance FIN vs AWR
Pickpocketing FIN vs AWR
Lockpicking FIN
Trap detection AWR
Trap disarming FIN

10. Attribute Soft Caps

Diminishing Returns

Attributes above 20 provide reduced benefit per point:

Range Effectiveness
1-10 100% per point
11-15 100% per point
16-20 100% per point
21-25 75% per point
26-30 50% per point
31+ 25% per point

Practical Maximums

Source Typical Maximum
Racial base 10-18
Class leveling (30 levels) +15-20 primary
Training +3
Equipment +5-8
Consumables +5 (temporary)
Practical Total 35-45

11. Attribute-Based AI Behavior

NPCs use attributes to determine behavior patterns:

Combat AI

Attribute Balance Behavior
High STR, low WIT Aggressive, direct attacks
High FIN, low END Hit-and-run, evasive
High END, balanced Defensive, endurance fighting
High AWR Tactical, uses terrain
High WIT Uses skills efficiently

Social AI

Attribute Balance Behavior
High CHA Initiates conversation, negotiates
Low CHA, high STR Relies on intimidation
High WIT, low CHA Indirect manipulation
Low CHA, high AWR Observes, avoids social

Work AI

Attribute Balance Preferred Work
High STR, END Mining, labor, combat
High FIN Crafting, theft, ranged
High WIT Magic, scholarship, trade
High AWR Scouting, hunting, guarding
High CHA Leadership, trade, performance

12. Data Tables Summary

Quick Reference: Attribute Functions

ATT Combat Crafting Social Exploration
STR Melee dmg Heavy tools Intimidate Climb, break
FIN Ranged, dodge Precision Stealth, locks
END HP, stamina Work duration Survival
WIT Mana Discovery Insight Investigation
AWR Initiative Read motives Detection
CHA Morale All social Recruitment

Quick Reference: Racial Modifiers

Race Highest Lowest
Humans Even Even
Elves FIN, WIT, AWR STR, END
Dwarves END, STR FIN, CHA
Lizardfolk END, STR, AWR CHA, WIT
Kobolds FIN, WIT, AWR STR, CHA
Gnolls STR, END, AWR WIT, CHA
Goblins FIN, WIT, AWR STR, CHA, END
Orcs STR, END WIT, CHA
Ogres STR, END WIT, CHA, FIN
Trolls STR, END WIT, CHA, FIN

13. Integration Points

System Integration
Combat Damage, accuracy, defense, initiative
Magic Mana pool and regeneration
Crafting Quality and discovery
Gathering Efficiency and detection
Classes Level-up bonuses
Skills Requirements and synergies
Equipment Temporary bonuses
Races Base values
Personality Separate system (traits, not attributes)
NPCs Same rules as players
Party Leadership and training
Factions Social interaction modifiers