PROJECT WHIMSICAL'S: Player Attribute System
TYPE: Systems Design
PROGRESSION: Experience Points Investment
ATTRIBUTES: 4 Attributes : (8 Sub-Attributes Derived)
⚙️ HOW THE ATTRIBUTE SYSTEM WORKS
The Player Attribute System uses 4 Direct Attributes that players invest points into.
Each point invested creates a ripple effect, increasing multiple derived stats simultaneously. This creates an interconnected web where building one attribute naturally strengthens multiple playstyles.
The Goal
As a lifelong RPG player, There are various games that either make the choices too deep or too light. Having too many stat points might overwhelm players while having too few might make the choices feel meaningless.
Hence, The idea is to design a system that has a small number of direct attributes but a large number of derived stats. This allows players to make meaningful choices without overwhelming them with too many options.
This system is designed to be flexible, allowing players to experiment with different builds and playstyles while still feeling impactful.
Core Mechanics (Subject To Change)
Points Per Level: 1 attribute point earned per level
Respec: Using a potions that is very pricey
Attribute Diversity: 8 Indirect attributes provide multiple playstyle options
Character Stat Screen
📊 Character Stat Screen
How players allocate points and see their attribute progression
The Journal Visual
The Attributes menus is a sub-menu of Journal menu. Each sub-menu of the journal appears to be in style of a journal page. The attributes skill is deliberately designed in the style of a compass where each playstyle is in a direction.
The Cardinal Directions are directly derived from the skill point while the Ordinal Directions are derived from their Cardinal parents. This creates a visual representation of how the attributes are interconnected.
⚔ THE 4 DIRECT ATTRIBUTES ⚔
Each Direct Attribute is designed to support a unique playstyle while interconnecting with others through derived stats:
💪
BODY
Physical strength and resilience. Invest in BODY for survivability and melee combat effectiveness.
Grants Per Point:
+5 Vigour (Health)
+2.5 Stealth
+2.5 Critical Hit (Chance)
HAND
Dexterity and combat skill. Invest in HAND for damage, precision strikes, and quick reflexes.
Grants Per Point:
+5 Onslaught (Damage)
+2.5 Critical Hit
+2.5 Reflex (Speed)
🧠
MIND
Intelligence and magical prowess. Invest in MIND for spell power and dialogue influence.
Grants Per Point:
+5 Magic (Spell Potency)
+2.5 Reflex (Cooldown Reduction)
+2.5 Charisma
👁️
EYES
Perception and awareness. Invest in EYES for finding secrets and moving unseen.
Grants Per Point:
+5 Discovery (Finding Items)
+2.5 Charisma
+2.5 Stealth
The Interconnected Web
Notice how each attribute contributes to multiple derived stats. A player investing purely in BODY gets health, stealth, and critical hits. A player investing in HAND gets damage, critical hits, and speed. This overlap means no attribute is useless for any playstyle. A magic user (MIND) still benefits from Reflex (faster spell cooldowns), making the system feel organic rather than siloed.
📊 DERIVED STATS EXPLAINED
Each Direct Attribute increases multiple Derived Stats. Here's what each one does:
Vigour
Source: BODY (+5 per point)
Effect: +1 Health per Vigour point
Impact: Determines how much damage you can take before death. Core survivability stat.
Body basic points
Observe that the Health is 100/100 (Default)
Body Points Invested
Observe that the Health is 130/130 (2 Points Invested)
Critical Hit
Source: BODY (+2.5) + HAND (+2.5)
Effect: Increases chance to land critical strikes on every hit
Impact: Rewards precise timing and combat skill. Scales with both physical attributes.
Normal Critical Hit Chance
Critical Hit occurs on 10th Hit (Default)
Body Points Invested
Critical Hit occurs on 6th Hit (4 Points in Body)
Onslaught
Source: HAND (+5 per point)
Effect: Increases damage output per attack
Impact: Direct combat power. Essential for aggressive builds. Also enables breaking barriers (like barn doors).
Base Attack Damage
Regular Damage: 5 and Heavy Damage: 10 (Default)
Hand Points Invested
Regular Damage: 15 and Heavy Damage: 30 (2 Points in Hand)
Reflex
Source: HAND (+) + MIND (+2.5)
Effect: Decreases spell cooldown and increases movement speed
Impact: Allows quicker attacks, faster spell casting, and more fluid combat. Bridges physical and magical playstyles.
Base Reflex Time
Observe the Lower Right Corner for magic timer (Default)
Hand Points Invested
Observe the Lower Right Corner for magic timer (2 Points in Hand)
Magic
Source: MIND (+5 per point)
Effect: Increases spell potency (e.g., fire damage, heal strength)
Impact: Core magical stat. More Magic = more powerful spells and effects. Scales all spell-based abilities.
Base Magic Damage Numbers
Notice that default fire magic damage on enemies is 2.5
Mind Points Invested
Notice that fire magic damage on enemies is 7.5 after investing 2 points in Mind
Charisma
Source: MIND (+2.5) + EYES (+2.5)
Effect: Unlocks dialogue options with NPCs. Future expansion: affects traders and bartering.
Impact: Currently gates narrative content. Used in A Foul Call to charm Foy. Planned for NPC interactions.
Discovery
Source: EYES (+5 per point)
Effect: Increases chance of finding hidden items and secrets in the world
Impact: Enables exploration-focused gameplay. Finding clues in A Foul Call requires Discovery. Rewards curiosity.
EYES Attribute Demo
👁️ EYES Attribute in Action
Finding hidden items, discovering secrets, and sneaking unseen
Stealth
Source: BODY (+2.5) + EYES (+2.5)
Effect: Decreases detection radius by enemies, reduces sound made while moving
Impact: Enables stealth kills and avoiding combat. Can kill bosses unseen. Core for sneaky playstyles.
📈 PROGRESSION SYSTEM
Players earn 1 attribute point per level. These points are allocated freely to any of the 4 Direct Attributes. The plan is to allow respec of the level using a costly potion.
Level Progression Example
Level 1: 1 point earned → Player allocates to BODY and increase Health, Stealth and Critical Hit
Level 5: 5 total points earned → Player allocates to BODY + HAND to create a Warrior Build.
Level 10: 10 total points earned → Player allocates to BODY + HAND + MIND to create a Magical Warrior Build.
Level 25: Player has RESPEC POTION → Player drinks it and gets back all 25 points and allocates to MIND + EYES to create a Charismatic Magician Build.
⚔ GATING CONTENT WITH ATTRIBUTES ⚔
Attributes aren't just for combat stats—they gate access to quest content and story moments. Different playstyles unlock different experiences.
Discovery >= 3: Follow Magic Vines
Quest: A Foul Call
Requirements: EYES attribute level 3+
Action Unlocked: Find magical vines leading to Clare's house in the garden
Playstyle Impact: Investigative players naturally invest in EYES for discovery, unlocking this path without forcing it.
Charisma >= 4: Charm Foy
Quest: A Foul Call
Requirements: MIND >= 2 + EYES >= 2 (or higher)
Action Unlocked: Persuade Foy (garden helper) to reveal Clare's location
Playstyle Impact: Diplomatic/observant players get unique dialogue options. Fast-tracks investigation.
Onslaught >= 5: Break Barn Door
Quest: A Foul Call
Requirements: HAND attribute level 5+
Action Unlocked: Forcefully break down the barn door, skipping investigation
Playstyle Impact: Combat-focused players can brute-force their way in. Fastest path to spirit.
Stealth >= 5: Stealth Kill Spirit
Quest: A Foul Call (Boss Fight)
Requirements: BODY >= 3 + EYES >= 2 (or equivalent Stealth)
Action Unlocked: Kill pumpkin spirit unseen without triggering combat
Playstyle Impact: Stealth players bypass combat entirely. No witnesses = best moral outcome possible.
Why This Design Matters
By tying attribute requirements to quest content, the system ensures every playstyle feels valid and rewarded. A player who invested in Onslaught gets a unique path. A player who invested in Discovery gets a different path. Neither feels "wrong"—both are legitimate strategies that the game acknowledges through special content.
🎯 SYNERGIES & PLAYSTYLE BUILDS
The interconnected nature of the attribute system creates natural synergies. Certain attribute combinations amplify each other and enable unique playstyles.
⚔ ATTRIBUTE SYNERGIES ⚔
💪 BODY + HAND = Combat Warrior
Why They Work Together: BODY grants health and stealth, HAND grants damage and reflex. Combined = a durable, quick attacker.
Derived Benefits: Massive health pool, high damage, fast reflexes, critical hit scaling
Gameplay: Engage in direct combat, outlast enemies through damage and durability.
🧠 MIND + EYES = Perceptive Mage
Why They Work Together: MIND grants magic and reflex, EYES grants discovery and stealth. Combined = a smart spellcaster who finds secrets.
Derived Benefits: Strong spells, fast cooldowns, hidden item detection, undetectable sneaking
Gameplay: Cast powerful spells from stealth, explore thoroughly, discover hidden paths.
👁️ BODY + EYES = Sneaky Scout
Why They Work Together: BODY grants stealth and health, EYES grants discovery and charisma. Combined = a ghost who finds everything.
Derived Benefits: Invisible to enemies, detect all secrets, talk your way out, quick escapes
Gameplay: Sneak through areas undetected, find every secret, charm NPCs when caught.
✋ HAND + MIND = Quick Spellblade
Why They Work Together: HAND grants damage and reflex, MIND grants magic and reflex. Combined = fast physical AND magical attacks.
Derived Benefits: High onslaught, high magic, very fast reflexes, quick spell cooldowns
Gameplay: Blend melee and magic for fluid, rapid combat. Cast while attacking.
⚔ EXAMPLE BUILDS ⚔
🗡️ The Warrior
Direct Combat Focus
A player who invests heavily in BODY and HAND for maximum survivability and damage output. Engages bosses head-on and wins through superior stats.
Recommended Allocation (50 points):
BODY: 20 points | HAND: 25 points | MIND: 3 points | EYES: 2 points
Key Stats:
Vigour: 100+ | Onslaught: 125+ | Critical Hit: Very High
A Foul Call Strategy:
Use Onslaught >= 5 to break barn door directly. Fight spirit with pure strength. Brute force through challenges.
Warrior Build Combat
🗡️ Warrior Build in Combat
High health and damage output overwhelming enemies
🎭 The Diplomat
Dialogue & Perception
A player who invests in MIND and EYES for charm and perception. Solves problems through dialogue, discovery, and understanding rather than combat.
Recommended Allocation (50 points):
BODY: 5 points | HAND: 5 points | MIND: 20 points | EYES: 20 points
Key Stats:
Charisma: 100+ | Discovery: 100+ | Magic: 100+
A Foul Call Strategy:
Use Discovery >= 3 to follow vines. Use Charisma >= 4 to charm Foy. Gather all information. Make informed moral choices.
Diplomat Build Dialogue
🎭 Diplomat Build in Action
Unlocking unique dialogue options and discovering hidden information
🥷 The Shadow
Stealth & Evasion
A player who invests in BODY and EYES for stealth and perception. Avoids conflict entirely, sneaks past enemies, and solves problems without being seen.
Recommended Allocation (50 points):
BODY: 18 points | HAND: 8 points | MIND: 8 points | EYES: 16 points
Key Stats:
Stealth: 85+ | Discovery: 80+ | Vigour: 90+
A Foul Call Strategy:
Reach barn unseen. Kill spirit with Stealth >= 5 without triggering combat. Complete quest with zero witnesses.
Shadow Build Stealth
🥷 Shadow Build in Action
Sneaking past enemies and executing stealth kills unseen
✨ The Mage
Magic & Spell Power
A player who invests heavily in MIND for spell potency and cooldown reduction. Relies on magical abilities to defeat enemies and overcome obstacles.
Recommended Allocation (50 points):
BODY: 8 points | HAND: 8 points | MIND: 28 points | EYES: 6 points
Key Stats:
Magic: 140+ | Reflex: 68+ | Vigour: 40+
A Foul Call Strategy:
Use magic to defeat spirit. Fast spell cooldowns mean more casts per fight. Magic-based crowd control if available.
Mage Build Magic
✨ Mage Build in Action
Casting powerful spells with rapid cooldown reduction in combat
Hybrid Builds Are Valid Too
The beauty of this system is that players aren't forced into rigid archetypes. A player could allocate 12 points to each attribute and create a well-rounded "Jack of All Trades" character. Or invest 15 in BODY, 15 in HAND, and 20 in EYES for a "Combat Scout." The system is flexible enough to support any reasonable allocation while still rewarding specialization through higher derived stat numbers.
⚙ DESIGN LEARNINGS ⚙
💡 KEY INSIGHTS FROM BUILDING THE ATTRIBUTE SYSTEM
Learning 1: Four Attributes Is the Sweet Spot Between Depth and Decision Paralysis
Early drafts experimented with 10 stats with multiple sub-stats but players felt overwhelmed and confused about where to invest. Collapsing to BODY, HAND, MIND, and EYES gave each attribute a clear identity and an obvious playstyle. Fewer, well-differentiated attributes make every point feel meaningful instead of incremental.
Learning 2: Derived Stats Should Reward Investment, Not Replace It
The ripple effect where one attribute feeds multiple sub-attributes makes builds feel generous, but it risked making direct choices irrelevant. Tuning the derived values to amplify a build rather than define it kept the player's primary decision at the centre. Synergy should deepen a choice, never substitute for it.
Learning 3: Attributes Are Only as Interesting as the Doors They Open
A stat that only changes a number on a sheet is invisible to the player. The system became compelling once attributes gated dialogue options, traversal routes, and combat approaches in the actual quests. Progression matters when the world visibly responds to it.
Learning 4: Visible Math Builds Player Trust
Hiding how points converted into derived stats led players to invest cautiously and second-guess themselves. Surfacing the formula and showing the downstream effects up front encouraged confident, experimental builds. Transparency turns a stat screen into a planning tool.
Learning 5: Respecs Change How Players Engage With the System
When points were permanent, players defaulted to safe, generalist spreads to avoid regret. Allowing a respec freed them to commit hard to a specialised build, knowing they could course-correct. Reversibility encourages bold choices; permanence encourages timid ones.
Learning 6: A Progression System Is a Pacing Tool in Disguise
Spacing out when attribute points become available let me control how quickly the player unlocks new options, shaping the difficulty curve indirectly. The attribute system ended up doing as much pacing work as the quest design itself. Where you place the rewards is where you place the rhythm.
⚙ FINAL THOUGHTS ⚙
💡 THINGS I DID WELL
Simplifying the allocation
By streamlining the attribute allocation process, I was able to reduce cognitive load on players and make the system more accessible without sacrificing depth.
Meaningful stats
By ensuring that each attribute had a clear impact on gameplay, I was able to make the system more engaging and rewarding for players. Players could see the direct impact of their choices, which made the system feel more meaningful.
Feedback based Sub-Stats
By providing feedback on how sub-stats were affected by attribute allocation, I was able to give players a better understanding of the system and how their choices impacted gameplay. This helped players make more informed decisions and feel more in control of their character's development.
💡 THINGS I DO NOT LIKE
Change 1: More playstyle considerations
I would like to have to include more random factor such as Lucky Strike along with Critical Hit, and other random factors that can affect the outcome of a battle. This would make the game more unpredictable and exciting.
Change 2: Balance the Impact of Attribute Points
I would like to have to balance the impact of attribute points on derived stats. For example, if a player invests heavily in one attribute, it should have a significant impact on the derived stats, but not to the point where it becomes overpowered. This would make the game more challenging and rewarding for players who invest in different attributes.
Change 3: Introduce Level gating
I would like to have to introduce level gating for certain attributes. For example, a player may not be able to invest in a certain attribute until they reach a certain level. This would make the game more challenging and rewarding for players who invest in different attributes.