First of all, I think it's important to consider the existence of the EGO stat in Champions. It only affects the attack and defense profiles of and against mental attacks. That is literally 100% of what it does. You don't make EGO related skill rolls, you don't roll untrained EGO checks, none of that shit. If you don't have any mental attack powers and you aren't currently being attacked by Alakazam, it doesn't do anything at all.
Now with a reductionist goal, such a thing is clearly an abomination. There is absolutely no reason that Psions and Jedi couldn't be using stats that actually do things in other contexts. They could be using Charisma or Intelligence or Perception or Luck or something that had defined in-game effects when used by people who
didn't have access to Ego Whip or Suggestion powers. But it's important to realize that from a game design standpoint, such a stat is entirely defensible. The
effect of having such a stat would be that everyone would dump stat the fucking thing except Jedi and Psions, and then Mind Blast would be a power that had a high hit-rate against all humanoids who
weren't Psions or Jedi. And that is a reasonable paradigm, so having that kind of otherwise useless stat is fine if that's how you want psychic attacks to work out.
Having stats that are relevant to powers that also do other things is in effect tying those other things to the character classes who get those powers. If you have Oratory use Charisma and you have Bards and Paladins use Charisma for their key class abilities, you have in essence declared that Bards and Paladins are all reasonably good at Oratory.
DrPraetor wrote:Second, they're a dimension along which to define characters who play against type. If Paladins are always mighty and charismatic while Assassins are always agile and clever you wouldn't need attributes, you could just fold them into the class packages.
For that purpose you want relatively few of them, because you don't want to support Assassins who are against type in that they invest in Craftmanship, Perception, Communication, Personality, Power, Education, Cool or Bloodtinge.
I agree that attributes are a means for characters to play against type. I disagree that this implies that you want few attributes. This is actually an argument for
more attributes, not less.
Let's consider the ultra-reductionist model where we have two stats: Mind and Body. Clearly in such a model we can guess that the "expected" build of the Fighter is to put all their points into Body, and the "expected" build of the Wizard is to put all their points into Mind. And equally clearly we can see that there isn't much room for a Fighter to put their points in Mind or for a Wizard to put their points in Body. Playing against type is simply
wrong.
On the other hand, if we have a model where there are lots of stats and you are expected to have several good stats, there is room for a character to still have core competencies yet still be playing against type. The Paladin can take the Charisma they need in order to activate their main abilities but take Agility or Perception or Intelligence or some fucking thing instead of Strength. The character still probably won't be as good as a Paladin that was made the "right way," but it won't have to drop
all of its core competencies the way you would in a reductionist model where there are few enough stats that characters only have one good one.
DrPraetor wrote:In After Sundown where competing parliamentary speeches are a major aspect of problem solving, it makes sense to have physical, social and mental attribute pairs.
It's not actually important whether your stats are pairs, triplets, heptads, or whatever the fuck. Indeed, they don't need to be equally distributed across whatever categories you have, and the stats don't need to be abstractly equally useful. Different stats are presumably going to be differently useful to characters of different types, and presumably none of the players are going to play an untyped character - whatever the fuck that would even mean.
However, if stats are expected to play an important role in basic adventuring tasks - which seems highly likely considering how much character action is defined by having thumbs and the ability to speak - the stats should be divided up among the expected play space as evenly as possible. As mentioned with the EGO example, it's perfectly possible to design a game where one of the stats is literally only rolled for power activations, but if players are spending a lot of time interacting with the world
without using powers it becomes pretty boring if you spend all of your time rolling Competence and none of your time rolling Bloodtinge.
This means that the decision to include Appearance and Manipulation is a lot more defensible in Vampire: the Masquerade (a game about trying to have weird sex with goths) than it is in Dungeons & Dragons (a game about Dungeons and also Dragons). An edition of D&D might have Strength, Agility, Intelligence, Charisma, and Perception - but it wouldn't have multiple social stats.
-Username17