Attributes:
I would like to start with those numbers that every RPG uses to define its characters. They are the foundation of every little Hearthling.
Stength, Dexterity and Intelligence:
These are attributes that no RPG will ever miss. They build a really nice balanced triangle to define the "active" side of a character, whether he is a hefty whopper, a nimble trickster or nerdy mage (yes i know there is no magic). All active skills should be dependend on or be governed by these attributes in a balanced way.
Strength:
- Smithing
- Carpentry(argueable, see further down)
- Melee Combat
- Sewing
- Farming(arguable, see further down)
- Marksmanship
- Cooking (seriously that should not be governed by Perception)
- Survival
- Exploration(arguable, see further down)
Constitution, Agility and Perception
Where i come up with an active side i will also explain the passive side to you. Passive means for me that actually any character can benefit of raising these attributes because they affect everyday situations in the life of a hearthling.
Constitution:
- It affects how you cope with damage that gets through armor and your HP of course. It also should affect your amount or drain rate of Stamina in my opinion. Together with Agility they could be taken to calculate your Swimming Ability.(more info on that further down)
Agility:
- I really like how it influences traveling at the moment and i quite like the traveling system in general. Furthermore i suggest to use Agility as the attribute that defines your armor along with items.So the higher your Agility the harder it gets for anything to actually hit you. Together with Constitution they could be taken to calculate you Swimming Ability.(more info on that further down)
Perception:
- This attribute is not my favourite, but lets give it a purpose. It's name already says it all, it means how capable you are of perceiving your surroundings. In D&D this was done by the skills of "Listen and Spot", so you can do it either by skill (d&d) or by attribute (h&h). If i had to choose between Exploration and Perception in H&H i would vote to keep the attribute because you can use it to passively influence a lot of other stuff. Keep it balanced though. A melee fighter could get a bonus just like the marksman by spotting the weak points in his opponents armor.
Psyche and Charisma:
Now we are coming to the best and worst attributes in my opinion. I love the idea of an attribute that governs everything artful in the game. And i completely agree with Jorbs statement in another thread that every Hearthling should have some Psyche. After all i think it just needs some balancing and more importance ingame. Considering the "balance of 3" , every type of character (Str, Con or Int) should have the ability to craft artful stuff. The Smith already has the jewelery, the Cook can set tables or may be even create special artful dishes, but what about the Tailor? Give Psyche also some influence in the Dexterity branch pls.
And now Charisma. My simple suggestion: Drop It !!!!! In every RPG i wonder what it is good for. The only thing my friends and i came up with is interaction with NPCs. May be my diet was lacking some carrots lately, so my Perception isnt that great, but i didn't see any NPCs lately. Now i know for what Charisma is used ingame but i am certain these things can be handled different. Let the highest of the "active" attributes for example affect authority gain by that Hearthling. (Nowadays the skill "Intimidate" in D&D is not based on Charisma anymore but you can intimidate someone with whatever you are good at.)
Skills:
Attributes alone don't make a playable Hearthling yet. Its missing the action. And here comes what we all like to spent our precious LP on and brag about.
Unarmed Combat:
A skill that in my opinion is more confusing than helping. As a melee fighter i was not really sure where to invest my points in until i recieved a sword. Now im going into Melee Combat, that by its name "melee" actually should include Unarmed Combat. Fighting unarmed at a distance is rather ridiculous. To distinguish between 2 fightingstyles i would solve the problem with the Moves and Maneuvers alone. Again i call upon some balance here. There should not be 5 of 6 Moves that are influenced by Unarmed Combat. I would drop that skill.
Marksmanship:
All fine with the general idea. Just how it works at the moment is crap...
Melee Combat:
All fine with the general idea. Just how it works at the moment is crap...
Smithing, Sewing, Cooking:
My intuition tells me so strong that these skills are governed by Strength, Dexterity and Intelligence that actually i dont even want to write it

Just to Cooking i want to add that it should play a part in EVERYTHING edible, roasted meat too! So it would not be too bad for any chatacter to push it to at least 10 ... or 40 if he wants to eat twice as good.
Carpentry, Farming, Survival:
Now it gets a little more difficult. Under which attributes would you sort them? Sure a Carpenter needs some strength but it is also a lot about technique. Before a Farmer skillfully swings his scythe for sure he has to know a lot about the plants. And a Butchers intelligence about the difficult meat cuts isn't enough when he is too weak to cleave a bone. See where i am going? These skills could be governed respectively by two of the active attributes.
Now may be i got the idea of Survival wrong and it is actually a skill made for those who want to "survive" alone but i won't consider that because imho this game, in the long run, is meant to be played together with others.
Exploration:
As i already mentioned talking about Perception i am not really a friend of both together. It's main use at the moment is to spot various natural products like blueberries, feldspar and many others. But actually you have the choice of raising the skill or the attributeof Perception. I prefer the Attribute and therefor suggest to get rid of Exploration. Just let Perception be considered in calculating your chances of seeing stuff.
Stealth and Ranging:
Hey what am i doing here? Comparing a Skill with an Ability? Nope! You might have realised that also Ranging (the chasing of bad guys) is done by Exploration and Perception at the moment. As i would like to drop the Exploration skill we need something to compensate for that. The most logical conclusion for me is to create an exact opposite to a skill that already exists. This way Stealth and Ranging would be much better comparable and easier to understand ingame. Immediately i would think: "Ok Stealth is for the bad guys and Ranging for the good ones!." If i think about the governing attributes Agility comes frist to my mind, as it is used already for far travels i can immagine teleport hunts all over the map ^^. Also Perception could be considered in both cases first not to leave scents and on the other side, well, to find them.
Healing:
If you payed close attention you may have noticed that the triangle of Str, Dex, Int is slightly out of balance. Intelligence now is missing a skill like Melee Combat or Marksmanship. I would suggest something like magic out of pure RPG experience but i read in other threads that magic is not wanted in these lands. So what about Healing? It would also be a skill connected with combat/damage and it would also be a skill that you perform on another person (or yourself). The better you get in Healing the more HHP you can heal or the better the gauze and ointments are that you produce. Without the influence of Healing make HHP recovery really hard.
Abilities:
I dont really understand why the one time buyable skills are still (after some threads) called "Skills"! Since they enable you to do or create new stuff they should be labeled "Abilities" to avoid further confusion with their increasable counterparts. Despite that fact, i really like the implementation because it's logical and reminds me a little bit of D&D with skills (active usable) and feats (passive bonuses or special actions). There are just 2 Abilities that i would like to mention right now:
Cartography:
OH NOOO, yeah you are right ... i hate it too. And i hate the fact that after 4 month there isn't a complete map yet. Funny thing is that i started to play this game when a friend told me of its massive and dynamic world. First thing i said was: "I'm gonna map it all!"

I am thinking about the size of a supergrid now 5000x5000 tiles. You need 100 localmaps to map that shit and these are just too many minimaps in my opinion. It would be so great if Cartography would be useful ingame to plan your next strategic steps. Basically: "Where do i go next? Is this river running into the right direction? Is there a heath, grassland, mountain or neighbour nearby?". These are so valuable informations for anybody who is starting to play. I suggest to change that Cartography from now on draws immediately localmaps of at least 500x500 tiles. To balance this you could make it more expensive to buy, or that it takes longer to draw, the benefit would be worth it. I would even suggest to increase the radius further to 625x625 tiles. This way it would take 64 drawings to map one supergrid. I dont know if this is possible with the original client and the "one tile one pixel" rule. But i dont think anybody needs an original sized map. Furthermore the trees could be left of the map and the whole thing scaled down. Another question. Would it be possible with the client to export the map in a .jpg file or something. I think everybody watches maps in another program.
Swimming:
Ill make it short. It would be cool to cross a river, giving it 30 tiles width, with 900 = Con*Agi.
Is this so hard to code to adjust the stamina drain?
pua
tired now
see you next time when i want to write something about Hearthfire Rituals and Quality