Design Goals & Solutions:
1) In V&V™ 2.1, the different BCs were not all equally desirable. This will not work with the character customization features in 3.0. Address this by taking some functionality away from overly-useful BCs (such as Agility), and give it to BCs that don't do very much (such as Cool, which replaces Charisma: see the 3.0 / Mighty Protectors™ Turns, Movement, & Initiative thread).
2) For the sake of easy conversion from V&V™ 2.1, preserve the same BCs and BC progression as in 3.0. The renaming of Charisma is the sole exception, necessary in order to turn it into a stat that can take over Initiative from Agility (again, see the 3.0 / Mighty Protectors™ Turns, Movement, & Initiative thread).
3) Include the new Saving Throw numbers from the Revised Saving Throws and Task System (http://monkeyhousegames.com/wp-content/uploads/2010/10/Saves-Tasks.pdf). The new task system eliminates the need for special 'detect hidden' and 'detect danger' numbers; such things will now be handled by Intelligence saves. The V&V™ 2.1 Accuracy modifier from Agility is also obsolete, since rolls to hit with physical attacks will now be Agility-based task rolls (see the upcoming 3.0 / Mighty Protectors™ combat thread). Likewise, 2.1 reaction modifiers are going away in favor of Cool-based task rolls.
4) As part of the effort to reduce the effectiveness of Agility, remove the V&V™ 2.1 Damage Modifier from Agility. For the moment, the Damage Modifier from Intelligence has also been removed. However, it may be better to leave that in to make sure that Intelligence remains appealing. This will need to be balanced against the impact of the 3.0 inventing rules, which have not been nailed down yet.
5) In keeping with 3.0 / Mighty Protectors™ Abilities design goal #6, eliminate interactions between BCs. Strength alone now determines Carry Cap and Basic HTH damage. Endurance alone now determines Healing Rate. Hit Points are no longer calculated by multiplying Basic Hits by four numbers associated with BCs. Instead, the relevant BCs now each contribute a single whole number. Simply add these numbers together to determine the character's Hit Points.
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