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Kristie Alers's avatar

I’ve been thinking about how to enhance character development in The Hero Within without making it too complex for beginners. Your core attributes are solid, but what if we swapped Luck for Intuition or added intuition and made luck a serendipity-right place right time-right energetic shift that was created without a conscious awareness.

Also, what if you introduced a simple, optional personality system that could deepen immersion without adding unnecessary mechanics?

Balancing depth with accessibility:

1. Personality is Optional → Players who just want to roll with attributes can do so. But those who love roleplay can choose a personality type to enhance their experience.

2. Keep It Broad & Familiar → Instead of using MBTI’s 16 types (too much for a game setting), you could create 4-6 easy-to-grasp archetypes, each giving a small in-game bonus. For example:

• Thinker (Logic-driven, calculated) → Small bonus to Reason

• Connector (People-focused, intuitive) → Bonus to Influence

• Guardian (Protector, tough) → Bonus to Constitution

• Maverick (Risk-taker, unpredictable) → Bonus to Coordination

3. Tied to Playstyle, Not Extra Stats → Instead of rolling for personality, players simply pick one based on how they want to play their character (Example: Do you trust your instincts over logic? Pick Connector).

4. No Extra Math or Complexity → The personality choice should only offer a minor bonus (like a +1 to a related attribute or a special reroll in certain situations). No new mechanics, no extra dice rolls—just flavor and playstyle.

5. Quick Reference Cheat Sheet → A simple, one-page guide so players can scan through and pick what fits their character best.

This can:

• Enhances character depth without forcing extra mechanics.

• Keeps gameplay fast and intuitive for beginners.

• Gives roleplayers more ways to engage without overloading non-roleplayers.

• Adds a more tangible, trainable skill (Intuition).

This could add a layer of immersion while keeping the game approachable. You could even playtest it to see if players find it engaging or cumbersome. Let me know what you think!

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Joseph Vickery's avatar

As far as my input goes

Having a cap on race seems like a hindrance

Ya I know dwarves tend to be short stocky and stubborn

But in games it doesn’t feel good to have things taken away from you

Sticking with the dwarf example lets say I want to be a wizard dwarf who loves cats and jazzercise

But I have a cap on reason or coordination

Then it doesn’t encourage my creativity

It discourages it

It limits

You see what I’m saying?

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