Since I’ve been making some significant changes to the way I’m looking at the combat attributes, I figured it would be a good idea to consolidate a revised list. I’ve also modified their nicknames for ease of use.

Strength-based
Alacrity (“speed”)
Prowess (“weight”)

Dexterity-based
Accuracy (“hitting”)
Precision (“critting”)

Constitution-based
Stamina (“quantity”)
Vitality (“quality”)

Intelligence-based
Cunning (“theory”)
Finesse (“practice”)

Wisdom-based
Fortitude (“shrug”)
Reflexes (“twitch”)

Charisma-based
Bearing (“unstoppable”)
Willpower (“immovable”)

Despite some of their connotations, all of the combat attributes are intended to represent qualities to be used offensively, not defensively. They’re sort of like a non-magical elemental chart, without weird rock-paper-scissors weaknesses.

I’m going to need to let my brain rest for a bit, but now that I think I’ve got the combat attributes sorted out, I’m going to work on defensive attributes. While the combat attributes are intended to be used by a character, the defensive attributes can be represented by environmental factors including cover and concealment.

A desire to add defensive characteristics to objects was one of the factors that convinced me to move away from the offense/defense split I had in the original attributes. The idea that a wall or building could stop an attack wasn’t supported. Hopefully, whatever I come up with for defense works better than before.