dpeg wrote:Well, you're asked for it: hereby, I challenge you to come up with more a clear mechanic!
I think the clearer mechanics already exist:
Strength:
* Fighting skill
* Weapon skills
* Armour skill
* Shield skill
* Spellcasting skill
* Spell school skills
Dexterity:
* Fighting skill
* Weapon skills
* Armour skill
* Shield skill
* Dodging skill
* Stealth stkill
Intelligence
* Spellcasting skill
* Spell school skills
Here are the effects of attributes I can think of that aren't trivially covered by skills, and possible solutions:
All attributes:
* Artifact properties
** Can be replaced with other properties, eg Str -> one of Slay, or +Armour skill
* Racial/role differentiation
** Can be replaced with aptitudes or various other things mentioned by
Archaeo's earlier post* Chei bonus
** Replace with skill bonuses
* Str + Dex > random2(50) to proc auxiliary attacks
* Str + Dex for auxiliary attack damage
Strength:
* Escape constrictions vs enemy HD (entire formula could be redone easily enough)
* Monsters escaping your constriction
* Player constriction damage
* Player freeing from web
Dexterity:
* Player stab bonus damage
* Player water attack fumble chance
* Player avoiding blade/net traps
* Chance to break nets that hold the player when escaping them
Intelligence:
* ???
(will edit with corrections if people have them)