What attributes used to exist?

A strong case could be made for an Attack and a Magic bonus, where 1/level of each is the "prime" amount. Generally, nobody should get both at 1/level.

What about Defense? I mean, the alternative is individual save bonuses (Fort/Ref/Will, or even all 6 stats, plus perhaps AC, or even multiple ACs). Could get weird either way.

Meanwhile, there are a lot of other things that attributes might improve, such as:

This of course gets back to the classic debate about what really is the point of proficiency bonuses. They separate one PC from another, saying "you can do X, but you're bad at Y". This idea has pros and cons. It seems exclusionary for a rule's only purpose being to limit what each PC can do. However, it also seems weird to play in a system where everyone is equally good at everything. The ideal situation seems to be that everyone has different stats, and the math works out that everyone is roughly equally powerful, but with strengths in different areas.

To achieve this, it is vital that prime rolls--attack rolls for fighters, spellcasting for casters, etc, must always be at a prime, level-based proficiency bonus. Being below this line has absolutely no benefit to the PC, and being above it trivializes the game. Smarter games like WoW realized this long ago and shifted focus away from prime stats to secondary stats.

But as long as we're using a system ultimately derived from d20, we should probably stick with the basic formula: 1d20 + skill mod (i.e. proficiency) + stat bonus.

Of course, proficiency is secretly two things: level and build. Well, it is in 3e and PF2--not so much in 5e. How can we compare these options?

Okay, but which attributes should exist? Recent experiments suggest the following:

How about this?

Rougly analagous to the 6 core stats, but not exactly. Here's what they do:

Attribute What it does
Attack Adds to hit and hit power with weapons
Speed Adds to movement speed, initiative; improves Reflex saves
Toughness Adds to HP; improves Fort saves
Skill Adds to crit and crit power; adds to skill checks
Magic Adds to spellcasting checks, DC setting for spells
Willpower Adds to spell damage; improves Will saves

All have the same schedule, where:

The math gets more complex for some derived stats, such as:

Also, I think what is currently called "Magic" should refer more to magical endurance. Willpower might control damage dice in addition to da

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