At a
glance, the six original attributes of D&D seem elegant in their simplicity
and symmetry. There are three physical stats (Strength, Constitution and
Dexterity) and three arguably mental ones (Intelligence, Wisdom and Charisma). For
anyone who started roleplaying with the game, it is largely by these 6 that we
define all our characters, as well as judge how other RPG systems emulate them.
But what do these terms actually signify, and does this match what they do in
practice?
(NOTE - All pictures are the first Google image result for the attribute in question)
STRENGTH
This
was the first attribute handed down by uncle Gary (Men & Magic p. 10), and has
arguably become the most important. Although it began as merely the mark of class
for Fighters, coupled with a nebulous application to “opening traps and so forth,”
it developed into the characteristic allowing the most direct influence on the
gameworld via damage, attacks, and feats of strength against barriers. But the
word by itself is vague enough to be nearly meaningless. Would the uninitiated
think we are talking physical or mental strength? People say “I haven’t the
strength to go on” after mental or physical duress, which would seem to make this
term closer to Constitution. In this light, having undead drain Strength seems
rather more fitting. Overall, wouldn’t ‘Brawn’ have been a clearer, more apt word
to use?
INTELLIGENCE
Where
Strength fails in D&D Intelligence prevails, specifically in the form of
magic, which is probably why this was the second attribute. Once again, it
starts as merely a mark of class, namely Wizards, and gradually comes to
determine all spell access, languages, and proficiencies. Although there are
other collocations of the word such as ‘military intelligence,’ in general the
term conjures up the associations of scholarship and mental prowess it is
intended to. If there is one flaw, it is that intelligence is normally paired
with reason and logic, and one wonders how these are supposed to interact with
the illogic of magic. Perhaps Intuition would have better served that purpose,
but Intelligence would still have been necessary for skills and languages.
WISDOM
This
is an odd choice for the third attribute, as it would seem less important in
keeping a character alive than Constitution or Dexterity which follow it. It
begins as a mark of class like its precedents, this time for Clerics, and later
affects magic saves, although not for any discernable reason other than to
spread out benefit among the attributes. Wisdom would also imply a character’s ability
to see connections in what they observe about the world, but since this is
mostly done by the player, one wonders whether Wisdom is necessary at all, and
whether retroclones like Microlite 74 haven’t the right idea by replacing both
Intelligence and Wisdom with Mind.
CONSTITUTION
This
is an equally odd lexical choice. Definitely not an everyday usage for the
word, with the online database of the Corpus of Contemporary English (COCA)
overwhelmingly giving the political or legal meaning of the word as the most popular.
Still, we use it in talk of ‘morning constitutionals’ and other health-related
topics, so it is fairly true to function in its modification of poison saves
and hit points. Alternatives like ‘Endurance’ would seem too limited in scope,
while ‘Health’ sounds a more commonly understood term that could have stood in
just as well.
DEXTERITY
This
doesn’t exactly seem to do what it says on the tin. As collocations like ‘manual dexterity’
indicate, Dexterity largely implies talent with feet or hands. Although the
modifiers to Armor Class for which Dexterity later became prized do fit with
this meaning, bonuses to missile attacks and initiative would seem more aptly
attributed to hand-eye coordination and reflexes, respectively. However, it is this very type of overly realist analysis of the meaning of attributes that loses sight of the utility and charm of the original 6 and falls into a needless proliferation of supposedly 'representative' attributes that, as we shall see, plagued AD&D's designers as the years wore on.
CHARISMA
Strangely,
although tables of attribute bonuses and abilities would later become a staple of
D&D for all attributes, in OD&D only Charisma was afforded such
attention. This is ironic given that Charisma quickly become the ‘dump stat’ in
other editions. Clearly, uncle Gary valued PC-NPC interactions in a way that
was lost among the average self-taught D&Ders of the 80s, and was
exacerbated in the move in later editions towards PCs combat machines who have
no need for interaction with NPCs of any stripe, from henchmen to kings. Speaking
of the ubiquity of henchmen and other NPCs in OD&D, shouldn’t gold temporarily
pump up your stat when hiring meatshields?
OTHER
OLD SCHOOL GAMES
The
original 6 attributes not only bound our conception of character, they inspired
many games that came thereafter, but were increased or modified to suit the
differing worldview of particular game creators. Take Basic Role Playing (BRP),
which brought to life the saga of Elric as well as Great Cthulhu, and
especially for this latter needed to add Size to reflect the cyclopean horrors
the PCs would battle. In BRP, Strength is useless in modifying damage without Size,
and it also initially modified hit points before Chaosium began systematically
nerfing attribute applications to reduce chargen bookeeping. Since BRP is a
percentile system, maybe Size could also be used to determine difficulty to hit,
or be the base for an attack, with larger creatures easier to hit? BRP also
added the nebulous Power attribute, which served as a base for magic powers in
Stormbringer/Runequest and Sanity in Call of Cthulhu.
Likewise,
DC heroes added Will, Mind, Aura and Spirit to reflect the different types of
powers costumed heroes would both yield and be attacked by, while the addition
of Influence reflected the importance of wealth and celebrity of characters
like Batman. Vampire: The Masquerade made a major effort to arrange the
terminology of the original 6 into a balanced taxonomy of attributes, arranging
a total of 9 ‘traits’ into three categories - Physical (Strength, Dexterity,
Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception,
Intelligence, Wits).
D&D
itself was not immune to the perceived need to balance out attributes more, and
both Unearthed Arcana and the reviled 2e Powers book suggested additions or alternatives
to the original 6 attributes. This latter seemed to attempt to mirror Vampire’s
‘balanced’ taxonomy, with the division of each of the original 6 attributes
into bloated troikas of influence. Simply read the following list to get a
feeling for how AD&D’s creators mistakenly sacrificed the beauty of the
original 6 for a misplaced attempt at balanced realism - Strength, Stamina,
Muscle; Dexterity, Aim, Balance; Constitution, Health, Fitness; Intelligence,
Reason, Knowledge; Wisdom, Intuition, Willpower; Charisma, Leadership,
Appearance.
These bloated attributes didn’t make it to
3e, which conversely began the simplifying process by reducing saving throws to
3 categories (Fortitude, Reflex, and Willpower) more directly based on and
modified by attributes. The OSR took this even further, with Swords &
Wizardry’s one save and Microlite’s aforementioned consolidation of attributes
into 4 - Strength, Dexterity, Mind and Charisma. The movement back to the
simplicity and symmetry of the original 6 attributes (or less) is, in fact, one
of the things that unites players across editions, as well as being one of the charms
of the OSR.
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