After seeing the Abstractions' lack of understandable, cohesive gameplay mechanics regardless of help offered, I have decided to make a kit containing some basic stat mechanics that are directly tied to a dice roll system. Anybody is free to use/modify this system, so long as they credit me by either mentioning me as the creator of this system or by linking this thread. I am making this thing off the top of my head, so here goes.
Attributes - The character starts with 5 AP to distribute among these 7 fields; Base value is 5. You gain attribute points at every five levels, dependent on your Fortitude.
- Fortitude [FORT]: Represents how healthy your character is. This attribute governs how many hitpoints you have (HP = 1/2 FORT x 10 so, at base level, you have 30 hitpoints.), how resistant to poison your body is (Resist = 1d END + FORT determines how much poison damage you resist. At base level, you can resist 5-10 poison damage), your base resistance to disease (5 x FORT. / 100 = 25% at base level), and how many AP you gain (AP = 1d FORT; up to 5 AP at base level).
- Strength [STR]: Represents how strong your character is. This attribute governs how much stuff you can carry (5 x STR +10 = 35 kg at base level or 77 lbs), how much melee damage you do (Unarmed damage= 1d STR + 1/2 gauntlet armor rating; weapon damage = #d6 + base + STR), how much weight you can lift over your head (10 x STR = 50 kg at base level or 110 lbs), how much weight you can push/pull (flat object = 10 x STR + 5; Round object = 20 x STR + 5, so you can move flat objects of up to 55 kg and round objects of up to 105 kg at base level. That's 121 lbs and 231 lbs respectively.), and how fast you can swing a weapon (ATK = 5 x STR - weapon weight. You can punch at a speed of up to 25 mph at base level, as fists weigh nothing when unarmored)
- Endurance [END]: Represents how tough your character is. This attribute governs your natural damage resistance (1d6 + END + armor rating. You resist at least 6 damage without armor at base level), your force resistance (15 x END = 75 kg of force at base level, or 165 lbs) and your stamina points (SP = 1/2 END x 10, or 30 SP at base level). In addition, if you are hit with a blunt weapon and the impact force is less than your max resistance, you only take half of any physical damage (blunt/crushing weapons deal DMG x STR kg in impact force).
- Dexterity [DEX]: Represents how nimble your character is. This attribute governs your ability to dodge (dodge speed = 1d6 x DEX + STR, or up to 35mph. If this exceeds the swing speed of the attack, you successfully dodge.), your efficiency in close quarters (Weapon reach - DEX = minimum attack distance) and your ability to fit into small spaces (You can move through a gap that is your minimum width + 1 / DEX, or your width + 1/5 at base level.)
- Intelligence [INT]: Represents how clever your character is. This attribute governs how fast your skills improve (Skill points per level = INT, or 5 skill points at base level), how powerful of a spell you can cast (Basic spells require at least 7 INT), and how easily you can solve problems (INT save = 1d6 + INT, or up to 11 at base level. If your roll exceeds the difference by which the opponent passed their skill roll, the solution is revealed.)
- Charisma [CHA]: Represents how charming your character is. This attribute governs how convincing you are (Add your CHA as a bonus to all social skill rolls), how appealing you are to the opposite sex (CHA - 5 is added to any skill roll against the opposite sex), and how good of an impression you make on people (Each CHA point above 5 adds +1 to a speech check against a stranger).
- Willpower [WPR]: Represents the resilience of your character's mind. This attribute governs how much you resist attempts to sway your opinion (Will save = 1d6 + WPR, or 3d6 + WPR if countering the opponent's skill), how often you can cast spells (Mana = 1/2 WPR x 10, or 30 mana at base level), and your resistance to psionics (add WPR - 5 to any will save vs a psionic opponent)
Skills - Players start with 30 skill points to spend on whichever skills available (spells are treated like skills). Skill rolls are represented by 3d6, where you must roll a value lower than your skill level. Rolling 4 or less is a critical success, while 16 or more is a critical failure below level 16. When a skill reaches level 20, you must roll 17 to fail, and 18 to critically fail. Every ten levels beyond 20 adds +1 to the skill roll. If you do not know a skill, you must roll below its governing attribute to perform it.
If you pass a skill roll the opponent must perform an attribute roll that exceeds the difference by which you passed your roll or roll better than you with the same skill to counter it. For example, if you are shooting a gun at an opponent, and your skill with that gun is 14, you must roll a 13 or less to successfully attack. If you roll a 10, the opponent must perform a DEX save and roll a 5 or more, or they can attempt to fire their own gun and shoot your bullet out of the air. To do this, the opponent must pass their own skill with a difference of 5 or more.
I will not list a set of skills here, because those are up to a game's creator to decide. I am just giving a framework for game creation. If you have any questions, you may ask them here and I will answer as best I can, though I can't guarantee I will have all the answers. Aside from questions, please give me your comment & critique. Especially you, Nish, since you have a good sense of these things.