so i wanted to bring something up that has been bothering me about this new "attributes system." the main issue i'm having is that if i understand josh sawyer's design mantras correctly, he's minimizing a lot of the role-playing flavor from these RPGs. The best example of this being attributes. attributes for a lot of people helped describe their characters better. for example, when you change the values on attributes like intelligence, charisma, wisdom, strength, dex, etc what you're doing is not only creating a combat character for the action portions of the game, you're also defining a more specific character: you're giving him life, in some sense.
so this can play out as the highly intelligent fighter (like Roy from Order of the Stick) or the unwise highly intelligent "wizard" (like Walter White from Breaking Bad). the older D&D games were really good about helping your attributes desribe your character, at least to yourself. This more "stream-lined" and effective combat mechanics that Josh Sawyer is creating is great and all, but I wonder if he's considered the "soul" behind D&D in the first place: being able to "role-play" a character and to role-play mechanically meaningful characters in the game world. what i mean by this is that picking a different portrait and character model does nothnig much more than effective play out as a LARP. attributes are however ingrained in the mechanics and have meaningful role-playing consequences (dumb dialogue options).