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MalachiteTiger
@MalachiteTiger

and it struck me as rather interesting how differently various systems handle attribute/ability/whatever you call them scores.

Like some will have Agility and Dexterity be separate and very mechanically distinct.

Then some will have Bear and Criminal and that's it. Or Danger, Freak, Savior, Superior, and Mundane.

It can tell you a lot about what the designers are thinking about, and ideally tells you a lot about what the focus of the game is meant to be.

For example, if there's one ability score that covers sensory acuity, mindfulness, resistance to hypnosis, ability to channel extraplanar supernatural power, and just making good decisions, and call it Wisdom, what it probably says is "The important thing here is maintaining the traditional structure even though we've grown far beyond what it was future-proofed for"


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