I’ve always been obsessed with the number four and four-point scales (or by extension, eight-point scales). Whether rating men or movies, what further delineation does one need than 1=below average, 2=average, 3=above average, and 4=exceptional? Yes, I use half points (and therefore, technically, an 8-point rating system) because let’s be honest, I’m one of those critics who rarely awards a perfect 4 (Daniel Craig in Casino Royale, 4 and 4). Nonetheless, sometimes you’ve got to give a 3.5 where it’s due (Hugh Jackman in the first X-Men movie, for example).
So anyone who knows me well won’t be surprised if I adopt a 4 or 8-point scale or rating system for my RPG. Because I want to include superhuman, almost godlike abilities, an 8-point scale feels more appropriate, with 1-4 representing normal human abilities. (Without going into too much detail, it’s helpful to think of the scale as exponential rather than linear, so 8 isn’t twice as good as 4, it’s sixteen times better).
But this post isn’t really about numbers or statistics. 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 loved the concept behind virtues and humanity when Vampire: The Masquerade was first released. But nine attributes, a health stat, a blood pool, a willpower stat (permanent and temporary), three virtue stats, and a humanity stat—it was a bit overkill. I find the more stats that comprise a character (attributes, abilities, whatever you’d like to call them), the less significant some of them become. And sadly, one or more (or all) of the virtues were often neglected by Storytellers.