Just brainstorming a minor rework of the Stamina/Willpower attributes.
Stamina-Functions as it always does. Both as an adventurer's hit points and fuel for physical abilities.
Spirit-Functions the same as Willpower. Both an adventurer's ability to resist midara's charms and fuel for spells.
Strength-The physical power of an adventurer, and their ability to resist Physical Debuffs. The basic Strength score is 3. Any difference of 2 points in Strength score between an attacker and a target affects the damage output of physical attacks, and the chance to resist or escape Debuffs.
The damage output increases or decreases by 0.5 for every 2 point difference, and any difference of 2 or higher grants advantage or disadvantage on resist/escape rolls.
For example, if an adventurer with 3 Strength physically attacks a midara with a Strength score of 2, he does 1 point of damage. If said adventurer attacks a midara with a Strength score of 1, he does 1.5 damage. If said adventurer attacks a midara with a Strength score of 5, he does 0.5 damage.
If an adventurer with 3 Strength tries to Bind a midara with a Strength score of 2, she must make a standard resist roll. If her Strength score is 1, she has disadvantage on the roll. If her Strength score is 5, she has advantage on the roll.
Smarts-The mental abilities of an adventurer and their ability to resist Magical Debuffs. The basic Smarts score is 3. Any difference of 2 points in Smarts score between an attacker and a target affects the damage output of spell attacks, and the chance to resist or escape Debuffs.
The damage output increases or decreases by 0.5 for every 2 point difference, and any difference of 2 or higher grants advantage or disadvantage on resist/escape rolls.
For example, if an adventurer with 3 Smarts casts a basic spell on a midara with a Smarts score of 2, he does 1 point of damage. If said adventurer attacks a midara with a Smarts score of 1, he does 1.5 damage. If said adventurer attacks a midara with a Smarts score of 5, he does 0.5 damage.
If an adventurer with 3 Smarts tries to Silence a midara with a Smarts score of 2, she must make a standard resist roll. If her Smarts score is 1, she has disadvantage on the roll. If her Smarts score is 5, she has advantage on the roll.
Suave-The seductive abilities of an adventurer and their ability to resist Erotic Debuffs. The basic Suave score is 3. Any difference of 2 points in Suave score between an attacker and a target affects the damage output of seduction attacks, and the chance to resist or escape Debuffs.
The damage output increases or decreases by 0.5 for every 2 point difference, and any difference of 2 or higher grants advantage or disadvantage on resist/escape rolls.
For example, if an adventurer with 3 Suave does a seduction attack on a midara with a Suave score of 2, he does 1 point of damage. If said adventurer attacks a midara with a Suave score of 1, he does 1.5 damage. If said adventurer attacks a midara with a Suave score of 5, he does 0.5 damage.
If an adventurer with 3 Suave tries to Charm a midara with a Suave score of 2, she must make a standard resist roll. If her Suave score is 1, she has disadvantage on the roll. If her Suave score is 5, she has advantage on the roll.