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Document 2

Core Attributes (Stats)

The foundational attributes that define capability in the Tactical Dice Game System

Purpose

This document defines the foundational attributes of the Tactical Dice Game System. They describe capability, permission, and constraints. They exist to support play by both humans and machines without collapsing into ambiguity or hand-waving.

"I once calculated the exact probability of someone misreading a stat and blaming the system. It was 47.3%. The remaining 52.7% blamed me personally."

Decimancer
DecimancerD10

Unit Policy

TDGS uses abstract units for game mechanics. Distance is measured in squares. Weight is measured in WU (Weight Units). The engine calculates using these abstract units and is agnostic to real-world measurement systems.

Content creators define what these units represent in their world:

  • 1 square = 5 feet, 1.5 meters, or any scale you choose
  • 1 WU = 1 pound, 0.5 kg, or any scale you choose
Note: Examples in TDGS documentation may use feet or pounds for familiarity. These are content examples, not engine requirements. See Document 15 (Equipment & Slots) and Document 14 (Movement) for more on measurement units.
STR

Strength

Strength is the most intuitively understood attribute, and also the easiest to misuse.

In TDGS, Strength represents raw physical force. It answers a single question: "How much force can this entity meaningfully exert against resistance?"

Strength is not technique. It is not coordination. It is not endurance. It is the ability to apply force, abstracted from leverage, biomechanics, and cleverness.

Nyxara Tidelight
Nyxara TidelightD12

"I once brewed a potion that temporarily gave someone STR 15. They could lift a wagon. They could not, however, figure out which end to grab. The wagon won. Don't confuse capability with competence."

Meet Nyxara Tidelight →

Representation and Scale

Strength uses a shared absolute scale from 0 to 100.

  • STR 0 means no meaningful force can be applied.
  • STR 10 represents the strongest human, as in world record holder level.
  • STR 100 represents planetary-scale force.

This scale is intentionally non-linear. Human-scale play lives near the bottom, while mythic and cosmic play occupies the upper extremes without compressing the lower range.

Meaningful Force Threshold

Some entities are simply too small to meaningfully register on the Strength scale. Insects, microbes, and particulate entities are treated as STR 0 individually.

This does not make them irrelevant. They matter through swarms, counts, traits, and narrative effects. Strength measures individual force, not collective danger.

Strength Band Anchors

Strength determines Carrying Capacity using a simple formula:

Carrying Capacity = STR × 10 (in Weight Units)

Weight Units (WU) are abstract. Content defines the scale (1 WU = 1 pound, 0.5 kg, or setting-specific).

STRCarrying Capacity (WU)Interpretation
00No meaningful force (insects, swarms)
550Child, small creature
10100Average adult
15150Trained, athletic
20200Elite athlete, strongman
25250Peak mortal
30300Superhuman begins
40400Heroic, legendary
50500Titanic, monstrous
75750Mythic, godlike
1001000Cosmic, world-shaping

See Document 15: Equipment & Slots for full equipment and carrying rules.

What Strength Does Not Do

  • Guarantee success
  • Define damage on its own
  • Override narrative consequence
  • Replace decision making
Most Play Lives Here: STR 3-15. Above 25, characters leave mortal competition and enter heroic or mythic territory.
DEX

Dexterity

Dexterity represents precision and coordination, not speed or reliability.

DEX answers the question: "What degree of precise control is possible if everything goes right?"

A high Dexterity character can thread needles, disarm traps, and perform delicate actions. Whether they succeed consistently depends on training, circumstance, and chance.

Scale Philosophy

DEX uses the same 0 - 100 scale but behaves linearly. Improvements at high levels represent refinement, not transformation.

Dexterity Lookup Table

DEXInterpretationExample Entities
0No coordinationInanimate
3Poor controlClumsy beings
5AverageAdult human
8ExceptionalSurgeons
10Peak humanWorld-class
20SuperhumanMythic heroes
40InhumanConstructs
100AbsoluteDivine

What Dexterity Does Not Do

DEX does not determine speed, reaction time, or success on its own.

Most Play Lives Here: DEX 4 – 10. Precision is meaningful, but never guaranteed.
REF

Reflex

Reflex represents reaction time.

It answers: "How quickly does this entity notice something and begin to act?"

"Some fools think Reflex means I'm fast. I am fast. But REF is something else entirely. It's the moment I notice destiny arriving, and destiny notices me noticing. We have an arrangement."

Sir Critsalot
Sir CritsalotD20

Scale

REF uses the shared 0 – 100 scale with diminishing returns. Early improvements matter enormously. Later improvements compress toward theoretical limits.

Reflex Lookup Table

REFInterpretationExample Entities
0No reactionObjects
5AverageAdult human
10Peak humanElite athlete
20SuperhumanEnhanced
60Near instantLegendary
100AbsoluteConceptual
Most Play Lives Here: REF 4 – 10.
CON

Constitution

Constitution represents endurance and pain tolerance.

CON answers: "How much stress, injury, and pain can be endured before failure?"

This includes the ability to function while injured. It does not include healing or damage reduction.

Scale

CON uses a 0 –100 scale. Higher values represent survivability, not invulnerability.

Constitution Lookup Table

CONInterpretationExample Entities
0Cannot endureFragile matter
5AverageAdult human
10Peak humanExtreme survivor
20SuperhumanEnhanced
60ExtremeColossal
100AbsoluteDivine
Most Play Lives Here: CON 4–10.
MOV

Movement

Movement represents speed.

MOV answers: "How fast can this entity move through space under its own power?"

It does not measure reaction time, precision, or stamina.

Movement Lookup Table

MOV determines how many squares an entity can move per Move action.

MOVInterpretation
0Immobile (objects, rooted)
3Slow (heavily encumbered, crawling)
5Average adult
6Standard humanoid baseline
8Quick, athletic
10Fast, trained runner
12Very fast, cavalry
15Exceptional speed
20Superhuman
30+Heroic, mythic

See Document 14: Movement & Positioning for movement rules, terrain, and positioning.

Most Play Lives Here: MOV 4-10. Above 15, entities outpace normal creatures significantly.
INT

Intelligence

Intelligence represents reasoning, abstraction, and learning.

INT answers: "How complex a problem can this entity understand?"

It does not answer whether the entity makes good decisions.

Tetrahex the Obscure
Tetrahex the ObscureD4

"Intelligence is knowing that stepping on me will hurt. Wisdom is watching where you walk. Most adventurers have one. Few have both. The floor remembers."

Meet Tetrahex the Obscure →

Intelligence Lookup Table

INTInterpretationExample Entities
0No cognitionObject
5AverageAdult human
10Peak humanGenius
20SuperhumanAI
100AbsoluteConceptual
Most Play Lives Here: INT 4 – 10.
WIS

Wisdom

Wisdom represents judgment and consequence awareness.

WIS answers: "Is this a good idea?"

A wise character may be slow. A foolish character may be brilliant.

Wisdom Lookup Table

WISInterpretationExample Entities
0No judgmentObject
5AverageAdult human
10Peak humanSage
20SuperhumanAncient
100AbsoluteDivine
Most Play Lives Here: WIS 4 – 10.
CHA

Charisma

Charisma represents presence and influence.

CHA is not beauty. It is the ability to shape social outcomes through force of personality.

Charisma Lookup Table

CHAInterpretationExample Entities
0No influenceObject
5AverageAdult human
10Peak humanLeader
20SuperhumanMythic
100AbsoluteDivine
Most Play Lives Here: CHA 4 – 10.
LUK

Luck

Luck represents an abnormal relationship with probability.

Luck is permanent. Luck is rare. Luck is powerful.

It modifies probability through dice interaction, not narrative fiat.

Flippity Cent
Flippity CentD2

"Most stats are polite. They stay positive, play nice, pretend everything's fair. LUCK? LUCK goes negative because LUCK doesn't lie. I've seen both sides. I've been both sides. Heads, you're blessed. Tails, the universe owes you nothing and remembers that you asked."

Meet Flippity Cent →

Representation

Range: −10 to +10. This is the only attribute allowing negative values.

Luck Effects

  • Adds modifiers
  • Adds or subtracts dice
  • Influences rerolls
  • Affects success or failure
  • Never affects magnitude

Luck Lookup Table

LUKInterpretation
−10Catastrophic misfortune
−5Severe bad luck
−1Unlucky
0Normal
+1Lucky
+5Strong good luck
+7Exceptional fortune
+10Mythic fortune
Most Play Lives Here: LUK −1 to +1.
MOST ENTITIES HAVE A LUK OF 0
Entities with LUK >= 3 or <= -3 are generally for narrative purposes.

Document Status

Status: Canonical

All nine attributes defined in this document are finalized and form the complete stat block for TDGS. Future documents may add derived stats or secondary attributes, but these nine core stats are immutable.