On Kickstarter You mentioned You're looking for more feedback on stats, so here's my 10 cents on which primary stats should affect which secondary stats (and other things).

I'll treat "chance to be hit" as some kind of block/parry, to separate it from Evade.

Strength - I see it as muscle power
- charisma
- physical resistances (for effects like paralysis or poison)
- Chance to hit (melee) | more for heavier weapons
- Damage (melee) | more for heavy/blunt weapons
- Dmage (ranged) - with greater bows
- ability to use heavier weapons (including greater bows) and armor
- chance to be hit
- Cost of movement (indirectly - I think cost of movement should be based on encumbrance and more Strength = less encumbrance)

Dexterity - I see it as ability to move Your limbs (both arms and legs) with required precision
- chance to hit (melee) | more for lighter weapons
- Damage (melee) | more for lighter/bladed weapons
- chance to hit (ranged)
- chance to be hit
- Evade
- Cost of movement (slighty) | more precise footwork can help movement on rough terrain
- Critical hit chance
- critical hit damage

Intelligence - I see it as ability to think analytically and a kind of "power of the mind"
- Charisma
- Willpower
- Mana/Energy (either directly or indirectly - something like spells lowering their mana cost with higher INT, maybe?)
- mental resistances
- Critical hit chance | as in knowing the weak points of enemies

Speed - I see it as reflexes and ability to move Your limbs (both arms and legs) faster
- Initiative
- Action points
- Evade
- resistances based on reflexes
- Chance to hit (melee) | for lighter weapons
- Chance to be hit(melee/ranged)

Perception - I see it as having keen senses and ability to quickly process sensory input
- mental resistances to illusion/charm
- Initiative
- Charisma
- Critical hit chance
- Critical hit damage
- Action points | as in more decisive actions
- Cost of movement
- Chance to hit (melee/ranged)
- Chance to be hit(melee/ranged)
- Evade

Constitution - I see it as toughness of the body and ability to withstand external forces
- hitpoints
- almost all resistances | except against charm/hypnosis etc.
- Willpower
- Mana/Energy | not sure how ths fits into the lore (where does magic energy come from - I assume it comes from the body and mind of the caster)
- chance to be hit | getting tired slower means better blocking

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In case You find some of these choices as odd, I can try to justify them in some way.

Last edited by Mico Selva; 02/04/13 10:21 PM.

If life gives You crap, make crap golems.
Sizemore Rockwell, Erfworld