rule
There are four stats.
Condition is to
Training what
Presence is to
Learning. You can have:
- no more things than your Condition
- no more bodily skills than your Training.
- no more bonds than your Presence
- no more verbal skills than your Learning.
Skills have a ceiling of 1, 2, or 3, which is the maximum number of that skill one may have. All throws are
d20 + Condition/Presence + Skills. A 20 or better passes, but if
d20 + Skills is 15 or less there may be some complication.
When you run out of
Nerve (Not-Getting-Hit-Points), physical damage reduces your Condition and forces a saving throw to keep going. Emotional damage past your Nerve reduces your Presence forces a throw not to break down.
why?
The Fantasy Trip is my favorite game I've never played. Maybe I still will someday. But it emerged from
Melee and
Wizard, two tactical skirmish games.
Melee introduced the Strength/Dexterity split, which is handled quite differently than in
the grand Arneson-Gygax tradition. Strength is how tough a character is (how many hits they can take and, in
Wizard, how many spells they can cast), while Dexterity governs how likely they are to hit in combat or pull off other maneuvers.
The Fantasy Trip used Intelligence (introduced in
Wizard) to govern how many skills a character could have, Dexterity to govern how good they were at pulling them off, and Strength how long they can last.
Perhaps I'm a fool for monkeying with such a delicate balance, though Steve Jackson did in
GURPS. He split the endurance element out of Strength to make it Health and making Strength responsible for the outcomes (damage, jumping distance, lifting amount) of physical feats. It strikes me to monkey with it in the opposite direction: keep the endurance element of Strength but throw the chance-of-success element of Dexterity in with it and separate physical success and skill (Condition and Training) from psychosocial success and skill (Presence and Learning).
Additionally, this has the feature where every stat corresponds directly to a limit on your character record sheet, which I think is delightfully straightforward.
The damage and saving throw mechanic is straight out of
Into the Odd, you can substitute that out with little difficulty and keep the statline mostly the same. I also like the trauma depriving you of the benefits of your relationships angle, but that's going to need to be meshed into a game where those relationships are significant.