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To be clear, no, there isn't an option to add more stat blocks atm.
iirc the last time this suggestion was brought up, the answer basically comes down to, when do you stop? So 6 is fine for now, but what if someone wants 8, do we then add 8? what about 10? and so on.
I'd say limit it at the highest quantity of stats used by officially published games. I can't remember exactly but of the ones I remember I think that would be Dark Heresy/Rogue Trader/Deathwatch, since character stats are expressed in a statline similar to that of units in Warhammer 40,000. Either that or Warhammer Fantasy Role Play, but I don't have a sourcebook for that one. Maybe GURPS?
There would be no merit to going past the most complex commercially available game in terms of number of stats, as homebrew systems aren't common enough (plus that way you avoid having to deal with someone being a jerk and intentionally designing a homebrew system with a ridiculous number of stats).
Hero games uses stun/body for damage. While also tracking endurance.
I've often used Fate points as a house rule, to keep characters from dieing.
CoC would track sanity points.
dice rolls and all stats can still be rolled in roll20 or dnd beyond tho so basically this is JUST for the 3d map
yeah come to think of it i probably wont even roll in game not once
That's the most logical way and only way to go... makes me worried that perhaps the guys/gals on the dev team just aren't competent at their jobs if they are avoiding that methodology. Hope I'm wrong.
(The first answer on this thread has touched on this a bit as well)
Using this idea, we rename Stat 1 to (Str/Dex) and put the strength modifier in the numerator, Dex modifier in the denominator. Since the values don't change much outside of leveling up or edge case encounters/modifiers, it hasn't yet been a problem. Using only the modifier as well is an easy way to know what to add to rolls or, in the P2e campaign, quick insight into what the DC is for a specific check.
We then do this for all the stats and use the final slots for AC/Perception.
It's great as the GM to see the modifiers at a quick glance so I'm not shuffling through character sheets every round. It's worked out great as a way to hold us over while we wait for the character sheet implementation down the road after the priority items are all taken care of.
Its been in early access for like 3 days, chill out. Not everything is done, they'll get to it.
I second this emotion. I want to be able to add stats as well, even if there aren't any bells and whistles attached to the extras. I am a huge fan of Palladium RIFTS setting. The number of stats on their characters exceeds... well so much. Especially if you count equipment stats.
That is a big ouch right there. There is soooo much potential here.