I created a tabletop style stat system for a forum PBP roleplaying game I'm running! I approached it from the perspective of "D&D stats are nice, but things don't always fit neatly into them and I think that could be fixed with slightly more specificity." And what I got was this!
Strength
Reflexes
Fortitude
Finesse
Tenacity
Cunning
Acuity
Knowledge
You'll notice that the top 4 stats are essentially physical and the bottom 4 are essentially mental. They have a rock paper scissors relationship with each other. The top half can be described as splitting dexterity into reflexes and finesse. Strength and Fortitude are exactly what you'd expect them to be, strength and constitution by another name. Reflexes is used for defensive reactions and finesse is sort of your physical expertise stat, used for things like throwing, projectiles, dancing, moving silently, singing, etcetera. Every stat has skills associated with it and the higher the stat is, the more you can invest in given skills you want to specialize in.
Tenacity is force of personality and the go to for resisting mental fatigue. It is sort of the mental equivalent of strength, a mental brute force stat. So it's sort of partial charisma. Cunning is quite close to charisma's social skills, but also includes things like hiding and surprise attacks. Acuity is the closest to wisdom, governing most perception skills and also being your mental defense stat. And knowledge is your mental expertise, basically your education, with skills being as specific as degrees or specialized courses.
I've been told it's a lot to swallow, but I like to think it's a decent set of stats for a system is very front loaded mechanically (Choosing your stats and skills is 70% of building your character)
Strength
Reflexes
Fortitude
Finesse
Tenacity
Cunning
Acuity
Knowledge
You'll notice that the top 4 stats are essentially physical and the bottom 4 are essentially mental. They have a rock paper scissors relationship with each other. The top half can be described as splitting dexterity into reflexes and finesse. Strength and Fortitude are exactly what you'd expect them to be, strength and constitution by another name. Reflexes is used for defensive reactions and finesse is sort of your physical expertise stat, used for things like throwing, projectiles, dancing, moving silently, singing, etcetera. Every stat has skills associated with it and the higher the stat is, the more you can invest in given skills you want to specialize in.
Tenacity is force of personality and the go to for resisting mental fatigue. It is sort of the mental equivalent of strength, a mental brute force stat. So it's sort of partial charisma. Cunning is quite close to charisma's social skills, but also includes things like hiding and surprise attacks. Acuity is the closest to wisdom, governing most perception skills and also being your mental defense stat. And knowledge is your mental expertise, basically your education, with skills being as specific as degrees or specialized courses.
I've been told it's a lot to swallow, but I like to think it's a decent set of stats for a system is very front loaded mechanically (Choosing your stats and skills is 70% of building your character)







The dice rolls as they exist apply mostly to combat, exploration and its capacity to harm them, social interactions, investigations and perceptions, and of course skilled labour / the ability to recall uncommon knowledge about given subjects.




