
Ion Raven |

One of the things I've done is rename the stats. Partly because some of them are named strangely for what they actually do. Some stats I feel intrude on the freedom of roleplaying. The redefining bit, is just my personal input on what I feel is logical. Of course, it's really just my opinion. Anyway, I just wanted to share and maybe get some feedback.
- Strength for the most part remains the same, it's the ability to apply force however I feel it also represents speed in certain vains so I give a bonus or penalty to speed (1-7 -5ft, 16-23 +5ft; small character's base land speed starts at 25ft).
- Dexterity remains mostly the same except that it does not affect initiative and long range attacks are instead determined by intuition. Dexterity is a measure of a character's motor control. On the other hand dexterity can be used (Automatic Weapon Finesse) with "finesse" weapons (some are finesse only, such as the whip and the rapier). Sneak attacks can only be done with weapons with a finesse quality.
- Constitution is renamed to Build but otherwise is the same. Build represent how well a character is physically built, this doesn't mean size, but it can factor into size; it's a measure of how healthy they are. The only thing to note is that I use Build with Carrying Capacity to determine if they take nonlethal damage. Thus a character with good strength and no build can move a lot of things quickly but will tire easily while a character with good build can move loads all day.
- Intelligence is renamed to Intuition. Intuition is a measure of one's ability to pick things up easily and to anticipate what a character. Intuition determines initiative. Intuition is also used for hitting with a long range attack. Long range spells must make certain DCs based on the distance or go off target (into the wrong square). Intuition is used to sense motives. Characters with good Intuition but poor Discipline can easily be distracted however.
- Wisdom is renamed to Discipline. Discipline is a measure of a character's resolve. Discipline is used the same as wisdom. Discipline is the stat used for memory, as I believe memory is a sort of discipline. Discipline can be used for the knowledge skills. Concentration is based off of Discipline no matter what kind of caster is making the check.
- Charisma doesn't have any significant changes. Charisma is one's ability to influence and lead. Charisma does not include how pretty or ugly a character is. A character's appearance may affect a diplomacy check if the other character actually cares. Diplomacy with characters of other races or ethnicity however are usually not determinate on how pretty a character is. In fact a character may find the thin scantily clad blonde rather off putting. I have no problem with a pretty character having difficulty trying to lead, lie, or bribe.

Sean FitzSimon |

Interesting stuff, but I feel like you may have stepping in the wrong direction a few of the stats:
Strength: Good stuff. I like it.
Dexterity: No ranged attacks? I don't get why you took away ranged attacks from Dexterity. You clearly state that DEX is a measure of motor control, and that's all ranged combat is. If you've ever shot an arrow or fired a gun you'll quickly realize that it's all about keeping your aim steady and firing at the perfect moment. And that's got motor control written all over it.
Constitution: Good stuff. I like it again.
Intelligence: Not really sure where you went with this one. Intelligence is a measure of a character's ability to learn. Learn about his enemies, his surroundings, etc. I'm not sure why you changed it into dexterity.
Wisdom: This is the stat that's always been about perceiving your surroundings and making judgment calls. Wisdom makes for a great stat to base Initiative on, but Knowledge skills don't really make sense. Changing concentration back to a single stat makes wisdom/discipline a good choice, though.
Charisma: To me, charisma has always been the stat that Will saves should have been based on. But not changing it is fine as well.
Personal opinions, though.

Ion Raven |

Dexterity: No ranged attacks? I don't get why you took away ranged attacks from Dexterity. You clearly state that DEX is a measure of motor control, and that's all ranged combat is. If you've ever shot an arrow or fired a gun you'll quickly realize that it's all about keeping your aim steady and firing at the perfect moment. And that's got motor control written all over it.
Intelligence: Not really sure where you went with this one. Intelligence is a measure of a character's ability to learn. Learn about his enemies, his surroundings, etc. I'm not sure why you changed it into dexterity.
Yeah, changing ranged attacks to intuition was a bit shaky; However the reasoning behind it is that while handling a weapon takes dexterity, actually hitting someone takes intuition. The attacker has to anticipate where the target is going to be by the time that arrow lands. They also have to make mental calculations on how the wind or other environmental factors might affect it. They also have to adjust to not hit their ally who is in melee with the target. These all must be considered ahead of time and cannot be fixed once the arrow leaves that bow string no matter how dextrous the archer is. If it ends up being a big problem, I'll set it back.
Also, I don't really believe that Intuition = Intellect, but for the game mechanics it makes a pretty good replacement for what it's used for.
As far as saves go, I allow a player to add their strength to a fort save against an impact (they push back) as well as Charisma to a will save against persuasion (they influence back).