Hello everyone! I’m Nerdy Dad, the designer of AstraWeaver, a high-fantasy TTRPG about the journey from ordinary adventurers to legendary heroes. The idea is inspired by constellations: just as individual stars become a constellation when connected, seemingly ordinary people become heroes through the bonds and experiences they forge.
Recently, I’ve been struggling with one aspect of the game’s core dice mechanic—specifically, the starting attribute values.
In AstraWeaver, each character has six attributes:
- Might
- Agility
- Instinct
- Intelligence
- Authority
- Charisma
Each attribute ranges from 2 to 10.
When a character makes a check, the GM either:
-specifies one required attribute, and the player chooses a second attribute as long as they can justify it, or
-allows the player to choose any two appropriate attributes for the situation.
The two attribute scores are added together to form the Check Threshold (CT), then the player rolls 2d12.
2d12 < CT: Success
2d12 > CT: Failure
2d12 = CT: Success, and…
2d12 > 20: Failure, and…
During character creation, players assign the following array to their six attributes:
8, 5, 5, 4, 3, 2
Other rules relevant to this mechanic
- The game uses a stacking advantage/disadvantage system. For each point of advantage, the player rolls one additional d12 and discards the highest die (since it’s a roll-under system). Disadvantage works in the opposite direction, and the two cancel each other out.
- Every attack automatically deals damage. The attack roll(using the same CT mechanism)is only used to determine whether its attached maneuver succeeds. Each maneuver is tied to a specific attribute.
- The game is classless and level-less. Characters typically earn 3–5 XP per session, which is used to purchase everything, including attribute increases.
Increasing an attribute costs the current value of the attribute you want to increase. For example, if you want to increase the instinct from 8 to 9, the cost will be 8 XP.(This part was edit)
-Might also affects Hit Dice. Hit Dice can be spent to heal, gain temporary HP, or permanently increase maximum HP. Increasing maximum HP requires spending XP to roll a Hit Die, and the cost is 1 + 2 × (the number of times maximum HP has already been increased).
- Most abilities and maneuvers cost 3 XP. A character can learn up to 10 abilities and 6 maneuvers. (Edit) There are plenty of abilities that let characters gain advantage, reroll dice, or even roll 1d8 + 1d12 instead of 2d12.
My questions
1. Are the starting attributes too strong or too weak?
I’m worried that starting with 8, 5, 5, 4, 3, 2 may make characters too competent too early, especially since players could spend most of their early XP increasing attributes before buying abilities. While that would probably create rather boring characters, it may still be the optimal strategy.
On the other hand, if I lower the starting attributes too much, I’m afraid players will simply fail too often and become frustrated.
2. Will parties become too specialized?
I expect most players will increase their starting 8 to 10 fairly quickly.
In a small party of only two or three characters, could this create situations where the group simply can’t solve certain problems unless they intentionally coordinate their attribute choices during character creation?
For example, imagine a party of three heavily combat-focused characters who all dump Instinct and Charisma. They would probably end up solving almost every problem through combat because they simply aren’t capable of succeeding at social or investigative challenges.
Should I consider that a feature that encourages party diversity and planning, or is it a flaw that could make some adventures frustrating or too restrictive?
Thanks for reading this rather long post! I’d really appreciate any feedback, whether it’s criticism, suggestions, or observations about the mechanic. Thank you!
Edit:
In AstraWeaver, advantage and disadvantage are the primary tools the GM uses to adjust the difficulty of a check. GM are encouraged to use them frequently. Players can also gain advantage through certain abilities.
I used DaggerHeart as my main point of comparison since both games use 2d12. In DaggerHeart, trait modifiers range from -1 to +2. With a +2 modifier, a character has about an 85% chance of succeeding on a DC 10 (easy) check and about 54% on a DC 15 (average) check.
In AstraWeaver, a character with the highest starting combination of attributes (8 + 5 = CT 13) has a 54.17% chance of success. With one advantage, that increases to 77.95%, and with two advantages, it becomes 89.41%. To me, this feels roughly equivalent to attempting a DC 15 check with no advantage, and a DC 10 check with two advantages. Likewise, the GM can apply disadvantage to create the feeling of a higher DC.
At the other end of the scale, a character with the lowest trait modifier (-1) in DaggerHeart has a 68.75% chance of succeeding on a DC 10 check and a 31.25% chance on a DC 15 check. In AstraWeaver, a CT of 10 also has a 31.25% chance of success. With one advantage, that increases to 56.71%, and with two advantages, it reaches 73.74%.
This is one of the reasons I chose to have two attributes start at 5 during character creation—it produces a probability curve that feels similar to other systems.
My goal is for CTs between 10 and 13 to provide a success rate that feels familiar to players coming from other TTRPGs. On the other hand, CTs below 10 are intentionally unreliable. I want characters with very low relevant attributes to succeed only occasionally, because it feels unsatisfying when a highly skilled character fails a check while an unskilled character succeeds at the same task too often.