The trick for creating the right “feel” for an RPG isn’t in the numbers as much as it’s in the words we use to define characters’ capabilities. How do we divide people up into universal attributes so we can quantify and differentiate their aptitudes? And more importantly for me—how do I implement my multiple-aspect soul concept while keeping attributes relatively simple? No one wants six to nine basic attributes, then four more special “soul” attributes piled on top of that. (Or at least, I don’t.) … I find the more stats that comprise a character, the less significant some of them become.