I have some ideas for a new mix of abilities for my private OSR heartbreaker that I'd like to get your feedback on. In some ways, it's pretty different, but the basic D&D framework is intact, as is (I believe) game balance. Anyway, here's my list of abilities, and a discussion of what they affect. Strength: This covers traditional muscularity, but also bulk and general toughness. Agility: This is general athleticism in the form of reflexes, speed and even stamina. Dexterity: This represents aim, precision and hand-eye coordination. Intelligence: Modifies arcane magic talent and perception. Spirit: This affects magic resistance and non-arcane magic talent. Charisma: Applies to reaction rolls from NPCs. Behold SADISC! So far, not very different. However, the modifiers are another story. Strength does not modify hit points - Agility does. For PCs, all but the last few HP represent defensive ability and stamina. Strength modifies Armor Class, not Agility. Tougher characters have a chance of shrugging off blows. Agility and attack bonuses are added to initiative. Each side rolls at the start of each round, but each combatant adds their modifier to find out their own segment. Attacks against combatants with a higher initiative score are at -2. This counts for ranged attacks, too; it's about tempo. Dexterity modifies all attack rolls. Strength also modifies melee attack rolls, and the two modifiers stack. Nothing modifies the amount of damage inflicted by an attack. Attacks that roll natural 20 or 10 more than AC are critical hits, and they do extra damage. Thus, Strength does have an indirect effect on melee damage. I use 3e style saving throws - Reflexes, Fortitude and Willpower. Those are modified by Agility, Strength and Spirit, respectively. That sums up my changes. There are other effects that are specific to other aspects of my system. For instance, I use a hacked Lamentations skill system, and the amount of skill points received is modified by INT. But for the most part, I've taken traditional ability-based modifiers and merely shuffled them between different abilities. One might ask, then: why? That could be a very long discussion of its own, so I'll keep it simple; there are two reasons. First, I like this better as a model for the mythic reality of these kinds of games. Second, I think that this breakdown of abilities and modifiers gives each ability a nice distinct and balanced appeal. But if I'm honest with myself, it's mostly the aesthetics. Comments? Suggestions?