Revising the combat attributes did something interesting to how I view the classes. Now that that combat attributes are offense-oriented, it changes the way the class roles types? Types, I guess, … look. I mean, look at them now, divided up as I had them before, but using the latest revisions:

Offense
Accuracy (“hitting”)
Precision (“critting”)
Alacrity (“speed”)
Reflexes (“twitch”)

Defense
Stamina (“quantity”)
Vitality (“quality”)
Prowess (“weight”)
Cunning (“theory”)

Support
Bearing (“unstoppable”)
Willpower (“immovable”)
Finesse (“practice”)
Fortitude (“shrug”)

Maybe it’s just because I’m immersed in this design that it means so much to me, but something about the way they all sound now … they just seem more awesome than they did before. The combination of naming and nicknaming the combat attributes has given everything a more palpable feel to them.

For it to have the full effect, add the word “combat” to the beginning of each attribute, and you’ll see what I’m getting at. You have “Combat Willpower,” “Combat Finesse,” “Combat Vitality,” and “Combat Reflexes.” They aren’t perfect, but they’re pretty close to conveying the meaning I’m trying to reach.

Uh, anyway. As I was saying before, the next step is to start working on what amounts to a defense. Mostly, what I imagine you’ll see are different ways of countering specific attributes. I know I’ve previously brought up the idea of countering attacks, evading them, blocking attacks, and absorbing attacks.

What I imagine I’ll probably wind up doing is creating a defense hierarchy, similar to the combat roles I’ve designed, which represent types of defense, specific to repelling the different types of attacks. The idea is to give everyone what they want in terms of complexity, while keeping things intuitive and approachable.