I’m… not a big fan of stats in general, honestly. They stress me out when playing a game so I do my best to not pay attention to them and just stick to what I think the character I’m playing at would do. But I hardly ever think that someone can be defined by one or two particular skills and, as a result, I end up failing a lot of stat checks because the one that goes with my character’s highest attribute… isn’t the one I would think that character to pick.
Take charisma- I often go for charisma as a sorta “main” stat when I’m paying attention to stats because I often find that the “strength” paths consist of solving most of your problems with a good fist to the jaw… Which, okay, that can work in some situations but most of the characters I play as would rather talk it out than duke it out. But, that being said, I also find charisma a tough path to follow because a lot of the time it ends up in “seduce everyone” which, no, that’s really not what I want to do right now. Some might but… I was thinking more along the lines of just talking to them and not trying to flirt with them. So, okay, I go with intelligence then… and now I’m a cold, clinical robot because all I ever do is analyze the situation and nothing else.
This can severely limit the possibility for well-rounded, developed MCs with multiple skillsets and disadvantages. And, sometimes, it just makes me scratch my head. You’re giving me a sci-fi soldier character but my gun skill is low so I fail when trying to shoot at a target- if I can’t shoot at a simple target in training then why am I a soldier? It makes no sense for the context!
So, as a result, I much prefer finding ways around as many stats as I can. I prefer consequences for previous actions to affect whether or not a character will believe your lies, not a charisma stat. I prefer whether or not the MC has stated that they’ve had experience in the military to an ‘aim’ or ‘fitness’ stat. This cause-and-consequence is just one way to work out a game with little-to-no-stats, and I find there are plenty others as well. I’ve tried doing miniature games just to experiment with ways to eliminate relationship stats (using favors and debts instead), personality stats (using one variable for the way a character thinks, one for the way they talk, and one for how they see the world), stat checks in combat (using visual clues and area in a more of a logic-puzzle-style), and other such stats. Mostly just as experiments but some of which end up bleeding into future projects.
That being said, stats do have their uses. I think they can serve very well when it comes to changing the way the MC reacts to certain things or views certain actions. I think that they can be used very effectively… but more often than not, I tend to avoid them as much as possible.
But maybe I’m just weird.