Truly loving dungeon world, but I don't think they went far enough. Certain aspects of classic RPG's have been carried over that I think are outdated. Damage with HP is one of those, but that's already been discussed in earlier forums and I agree that 2D6 determining narrative damage is a better method. The other outdated stats are the Attributes, how does being Wise help you perceive your surroundings? These attributes sound very similar to the previous stat line but how they are handled is not. I propose the following stats as an alternative.
Combat, Agility, Strength, Intelligence,Willpower, & Perception
Combat is how well the character is trained in combat, this means that a character that is trained in combat will know how to use swords as well as bows, their equipment will determine which attack they use predominately. How much damage a sword will do is still affected by a character’s strength but whether or not they hit with it is not.
Agility takes the place of Dexterity. It no longer determines how well a character shoots, but only how well the character is able to move with quickness and finesse. In my opinion dexterity was too far reaching to begin with and still is an important attribute even without these affects.
Strength is no longer a measure of combat prowess; it deals only with physical strength, which is also combined with the ability to resist damage. No more Constitution. This modifies rolls to deal damage (using the 2D6 alternative rules) and also to resist it.
Intelligence now deals with learning spells and interpreting puzzles as well as recalling useful information in the moment. It is not however used to cast spells only to learn them.
Willpower is used to cast and resist magic and also to stand in the face of danger. A magic user may have the intelligence to learn new spells but they also must have the will to carry them out. Also useful to those in combat to remain brave despite impending doom.
Perception, which takes much of what was left of the wisdom attribute, is used to observe one's surrounding, notice hidden monsters, and sense a person's motives.
This will require a complete overhaul of the moves (which I've done) but I think it makes more intuitive sense in the game - for those that aren't already deeply imbued in previous rule systems.
Please let me know what you think.