The Hero Within RPG 2: How Should Attributes Define Your Hero?
I think I found a format that will allow us to have full discussions about the game mechanics.
Ready for round two?
In The Hero Within, your characterโs attributes arenโt just numbers on a pageโthey define the essence of who they are and how they interact with the world. But how should attributes truly shape a heroโs journey?
Thatโs where you come in!
We want your feedback to refine this system before itโs finalized. Below, weโll break down our current approach to attributes, and weโd love to hear your thoughts.
Are these mechanics engaging?
Do they balance realism and fun?
Should we tweak anything?
Letโs build something greatโtogether.
Rolling for Attributes: Too Much, Too Little, or Just Right?
In The Hero Within, attributes are generated by rolling 2d6+4 for each stat. This ensures every hero has a solid foundation, with scores ranging from 6 to 16.
This method avoids the frustration of weak rolls while keeping things exciting.
It still allows variety in character strengths and weaknesses.
Community Question:
Does this system feel fair and fun?
Would you prefer another method, like point-buy or 3d6 straight rolls?
Let us know what you think!
The Core Attributes: Do These Cover It All?
Right now, we have seven attributes that shape your hero:
Might (Strength, power, and physical force)
Coordination (Dexterity, agility, and reaction speed)
Reason (Intelligence and problem-solving ability)
Constitution (Endurance, toughness, and resilience)
Influence (Charm, persuasion, and leadership)
Awareness (Perception, quick thinking, and reaction time)
Luck (The universe tipping the odds in your favor)
Community Question:
Are these the right attributes?
Should any be combined, renamed, or replaced with something else?
Would you add anything new?
Attribute Caps by Race: Limiting or Encouraging Growth?
Each race has natural strengths and weaknesses, represented by attribute caps. For example:
Humans: Well-rounded with balanced caps.
Kutollum: High Might and Constitution, but lower Influence and Coordination.
Gentre (Gnomes): High Coordination and Reason, but less Might.
Nocturi: High Intelligence and Awareness, but lower Constitution.
But hereโs the twistโyou can break through your racial cap! Rolling a natural 1 in skill checks earns you +1 Attribute Point, allowing growth beyond your limits over time.
Community Question:
Should races have attribute caps, or should progression be fully open-ended?
How do you feel about characters being able to surpass their natural limits?
How Should Attribute Growth Work?
Right now, natural 1s (the best roll in The Hero Within) allow heroes to boost their attributes. Over time, this lets them shape their strengths based on in-game experiences.
But should there be other ways to grow?
Training mechanics? Should heroes be able to spend downtime improving attributes?
Class-based bonuses? Should warriors naturally gain Might, and scholars naturally gain Reason?
Achievement-based increases? Maybe heroes only gain new attribute points through completing major story milestones.
Community Question:
Whatโs the best way for heroes to grow?
Should leveling up involve attribute increases, or should they stay mostly static?
Luck: A Powerful Tool or Too Much Chaos?
Luck is the wildcard of the system. It lets you dodge a fatal blow, land an impossible shot, or simply get a break when the dice gods smile upon you.
But should Luck be a finite resource or a permanent stat?
Should heroes spend Luck points to influence rolls, restoring them over time?
Or should Luck remain a static attribute that only helps in certain situations?
Community Question:
How should Luck work?
Should it be an expendable resource or a permanent ability?
Your Turn: Help Shape the Game!
We want The Hero Within to be a game built by the players, for the playersโand that means your feedback is invaluable.
Which attribute mechanics excite you?
Which parts feel off or could be improved?
Do any of these ideas inspire you to suggest something new?
Drop your thoughts in the comments, join the discussion on social media, or reach out directly. Letโs make this the ultimate heroic RPG experienceโtogether!
Want to get a taste of the world weโre creating?
Would you like to participate in the live discussions?
We are developing a growing section of the The Fiction HUB for the TTRPG part of Life of Fiction. A place where we can meet in real time, via video and chat, and discuss these aspects together.
This is available to supporters of Life of Fiction.
If youโd like to be included, please send me a private message and Iโll keep you in the loop. We donโt have an established time yet and have to play it by earโฆfor now.
Thank you for your time and insightsโyour feedback is what helps bring The Hero Within to life!
Iโve been thinking about how to enhance character development in The Hero Within without making it too complex for beginners. Your core attributes are solid, but what if we swapped Luck for Intuition or added intuition and made luck a serendipity-right place right time-right energetic shift that was created without a conscious awareness.
Also, what if you introduced a simple, optional personality system that could deepen immersion without adding unnecessary mechanics?
Balancing depth with accessibility:
1. Personality is Optional โ Players who just want to roll with attributes can do so. But those who love roleplay can choose a personality type to enhance their experience.
2. Keep It Broad & Familiar โ Instead of using MBTIโs 16 types (too much for a game setting), you could create 4-6 easy-to-grasp archetypes, each giving a small in-game bonus. For example:
โข Thinker (Logic-driven, calculated) โ Small bonus to Reason
โข Connector (People-focused, intuitive) โ Bonus to Influence
โข Guardian (Protector, tough) โ Bonus to Constitution
โข Maverick (Risk-taker, unpredictable) โ Bonus to Coordination
3. Tied to Playstyle, Not Extra Stats โ Instead of rolling for personality, players simply pick one based on how they want to play their character (Example: Do you trust your instincts over logic? Pick Connector).
4. No Extra Math or Complexity โ The personality choice should only offer a minor bonus (like a +1 to a related attribute or a special reroll in certain situations). No new mechanics, no extra dice rollsโjust flavor and playstyle.
5. Quick Reference Cheat Sheet โ A simple, one-page guide so players can scan through and pick what fits their character best.
This can:
โข Enhances character depth without forcing extra mechanics.
โข Keeps gameplay fast and intuitive for beginners.
โข Gives roleplayers more ways to engage without overloading non-roleplayers.
โข Adds a more tangible, trainable skill (Intuition).
This could add a layer of immersion while keeping the game approachable. You could even playtest it to see if players find it engaging or cumbersome. Let me know what you think!
As far as my input goes
Having a cap on race seems like a hindrance
Ya I know dwarves tend to be short stocky and stubborn
But in games it doesnโt feel good to have things taken away from you
Sticking with the dwarf example lets say I want to be a wizard dwarf who loves cats and jazzercise
But I have a cap on reason or coordination
Then it doesnโt encourage my creativity
It discourages it
It limits
You see what Iโm saying?