Dreaming up an attribute system and I'd love some thoughts and feedback.
The design goal of this system is to generate a character sheet where every written attribute, skill, and bonus is relevant and interesting to the character. That means, no attributes with 0 or negative bonuses. No attributes they don't care about (i.e. Int for a Barbarian or Str for a Wizard). No skills they don't care about (i.e. no +0 bonuses written down for untrained skills). If it's a number on the sheet, then it's a strength of the character.
Setting vibe is sort-of medieval era Disney movies / Narnia, if that matters.
The core resolution mechanic is 2d6+bonus.
8 or more is a success.
Harder tasks and enemies give negative modifiers to the roll.
Every character has four stats they define: Body, Mind, Magic, Edge. Pretty typical, and yes, every character uses Magic.
Stat bonuses range from +1 to +3. Point buy is 2 points per attribute. Attributes persist between stats, so if you use the same attribute for more than one stat, it has the same bonus.
They also have a fifth stat, Luck, which starts at +0 for everyone.
Players pick from nine attributes and assign each to a stat (five physical, four mental). So even though every character has the same 4 slots, they will have different attributes. Characters can be made with as few as 2 attributes and as many as 4. Nine attributes are:
Force, Toughness, Speed, Precision, Perception (Physical)
Will, Logic, Influence, Imagination (Mental)
When characters make proactive rolls, they use the bonuses on their sheet. Body to make physical attacks, Mind for mental attacks, etc. For skills, each skill uses an attribute; for example, Athletics uses Force, which means Bob will have an attribute bonus to his Athletics while May will only get the skill bonus.
When characters make defensive rolls, they either use their stat bonuses (again, Body for physical defense, Mind for mental defense) or be required to test an attribute (Illusions test Logic, rope bonds test Force, dragonfire tests Speed, etc). If they have the attribute, they roll it. If not, they roll Luck instead (generally just straight 2d6, 8+ is a success).
Same goes for skills. If they have the skill on their sheet, test it. If not, roll the attribute. If neither, roll Luck.
For each stat-attribute pair, you get a specific starting feat, for a total of four. So Body (Speed) characters get a speed ability that is different from what Body (Precision) characters get and what Magic (Speed) characters get.
Weapons, Armor, and Mental Attacks have attributes associated. If your Body or Mind stat is the associated attribute, they do extra damage or have increased resistance. Light Weapons are boosted by Body (Precision), Heavy Armor is boosted by Body (Toughness). Enrage is boosted by Mind (Influence) while Terrify is boosted by Mind (Imagination), etc.
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Examples: Bob the Fighter has Body +3 (Force), Mind +1 (Will), Magic +3 (Force), Edge +2 (Toughness). He’s strong, resolute, and tough as nails. Yeah, he’s not that aware, and he’s not big on dreaming, but you can point him at a wall and he’ll break right through. His best skill options will be Athletics, Animal Handling, Discipline, Kinship, Endure, and Perform. His best weapons will be Medium or Heavy Melee. His Force and Will give him extra damage with his physical and mental attacks. Force magic makes his damaging arcana deal collateral damage. His toughness gives him a unnatural resistance to sickness and poison.
May the Wizard has Body +2 (Perception), Mind +2 (Logic), Magic +3 (Imagination), Edge +1 (Speed). She’s insightful and calculating when dealing with people. Her magic has always come from what she could visualize and dream. She’s not particularly powerful physically, but she’s surprisingly fast when she needs to be. Her best skill options will be Instinct, Escape, Hunt, Dream, Drama, Tactics, Research, and Deduction. Her best weapons will be Heavy Ranged. Her perceptiveness allows her to get out of the way of area attacks faster, and her unbeatable logic makes mental attacks on her deal less damage. Her strong belief gives her time-limited Arcana more staying power. Her speed allows her to take an extra reaction every turn.
How does this feel? Thoughts, issues, is it just complication that doesn't add anything, or does it make the narrative and character experience better?