On Stats and Jobs in Scrubsystem

Scrubsystem derives Stats from Class (Job) instead of the other way around like in most old school varients (DnD, S+W, Dungeon Crawl Classics).

This was done specifically to allow players to play what they want with some variance, as well seperate from the idea of "your lot in life is predetermined from birth" which tends to irk me quite a bit.

Designing a Job's Stat Spread

Alright, to show you what I mean, let's make a Stat spread for a hypothetical Job called the Busker.

To begin, we start with a table like this:

Busker Stats

Stats 1-2 3-5 6
Skill ? ? ?
Chance ? ? ?
Reaction ? ? ?
Unique ? ? ?
Brawl ? ? ?
Armor ? ? ?

When I start making a Job I like to begin with what their best at and what their worst at. I figure Busker has a high reaction (because they have to be able to earn money from their craft!), but a low Brawl and Armor (their performers, not fighters). So, it would look like this:

Stats 1-2 3-5 6
Skill ? ? ?
Chance ? ? ?
Reaction +2 +2 +3
Unique ? ? ?
Brawl +0 +0 +1
Armor +0 +0 +1

As you can see, I give the Job's Best Stat +2, +2, and +3. Conversly, I give the Job's Worst Stats +0, +0, +1. I like to make sure players using the Job are always good at their specialty stat, while if they want to use a "6" on their weak stat they'll gain some sort of bonus.

Next, I like to figure out the Jobs Secondary Stat , which we give the array of +1, +2, +3. For the Busker this will be Skill. After that, we give the remaining two Stats +0, +1, and +2 (Chance and Unique).

Stats 1-2 3-5 6
Skill +1 +2 +3
Chance +0 +1 +2
Reaction +2 +2 +3
Unique +0 +1 +2
Brawl +0 +0 +1
Armor +0 +0 +1

A Brief Note on Armor

Because Armor is so powerful in Scrubsystem, I like to stagger it when making Jobs. So, while Armor starts at (+0, +0, +1), it goes (+0, +1, +1), then (+0, +1, +2) and finally (+1, +1, +2). Thus, a character will never end up with an Armor bonus of +4 at Rank 1, even if they have the best Armor.