Information about Attribute (role Playing Games)
An attribute is a piece of data (a “statistic”) that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability.
Most RPGs use attributes to describe characters’ physical and mental characteristics, for example their strength or wisdom. They often influence the chance to succeed in skill or other tests by addition to a die roll or by determining the number of dice to be thrown. As a consequence, usually a higher number is better, and ranges can be as small as 1–5 (for numbers of dice) or as great as 1–100 (when adding to results of percentile dice).
Some games work with only a few attributes (such as “Physical” or “Mental”), while others would go into more detail. Having too many attributes is considered to be a sign of undue complexity in a game; most games have about 4–10 of them. Most games try to give all attributes about the same usefulness to a character. Therefore, certain characteristics might be merged (such as merging a Charisma-type and a Willpower-type attribute into a single Personality attribute), or split into more attributes (such as splitting out physical Comeliness from Charisma in the original Unearthed Arcana), or even ignored altogether (for example, Intelligence and Charisma in a hack and slash adventure). In many games, a small set of primary attributes control a larger number of derived statistics such as Armor Class or magic points.
During character creation, attribute scores are usually determined either randomly (by rolling dice) or by distributing character points. Because they represent common, in-born characteristics and not learned capabilities (as skills do), in many games they are fixed for the duration of the game. However, in some games they can be increased by spending experience points gained during the game, or as part of the process of levelling up.
The four basic attributes are:
Most RPGs use attributes to describe characters’ physical and mental characteristics, for example their strength or wisdom. They often influence the chance to succeed in skill or other tests by addition to a die roll or by determining the number of dice to be thrown. As a consequence, usually a higher number is better, and ranges can be as small as 1–5 (for numbers of dice) or as great as 1–100 (when adding to results of percentile dice).
Some games work with only a few attributes (such as “Physical” or “Mental”), while others would go into more detail. Having too many attributes is considered to be a sign of undue complexity in a game; most games have about 4–10 of them. Most games try to give all attributes about the same usefulness to a character. Therefore, certain characteristics might be merged (such as merging a Charisma-type and a Willpower-type attribute into a single Personality attribute), or split into more attributes (such as splitting out physical Comeliness from Charisma in the original Unearthed Arcana), or even ignored altogether (for example, Intelligence and Charisma in a hack and slash adventure). In many games, a small set of primary attributes control a larger number of derived statistics such as Armor Class or magic points.
During character creation, attribute scores are usually determined either randomly (by rolling dice) or by distributing character points. Because they represent common, in-born characteristics and not learned capabilities (as skills do), in many games they are fixed for the duration of the game. However, in some games they can be increased by spending experience points gained during the game, or as part of the process of levelling up.
Common attribute names
Attributes are commonly referred to by their first two or three initials.- Strength Body, Might, Brawl, ...
- A measure of how physically strong a character is. Strength often controls the maximum weight the character can carry, melee attack and/or damage, and sometimes hit points. Armor and weapons might also have a Strength requirement.
- Constitution aka Stamina, Endurance, Vitality, ...
- A measure of how resilient a character is. Constitution often influences hit points, resistances for special types of damage (poisons, illness, heat etc.) and fatigue. Many games combine Constitution and Strength.
- Dexterity aka Agility, Reflexes, Speed, ...
- A measure of how agile a character is. Dexterity controls attack and movement speed and accuracy, as well as the difficulty of an opponent's attack (see Armor Class).
- Intelligence ''aka Intellect, Mind, Brains, Smarts, ...
- A measure of a character's problem-solving ability. Intelligence often controls a character's ability to comprehend foreign languages and their skill in magic. In some cases, intelligence controls how many skill points the character gets at "level up". In some games, it controls the rate at which experience points are earned, or the amount needed to level up.
- Charisma ''aka Presence, Charm, Social, ...
- A measure of a character's social skills, and sometimes their physical appearance. Charisma generally influences prices while trading, and NPC reactions.
- Wisdom aka Spirit, Psyche, Sense, ...
- A measure of a character's common sense and/or spirituality and/or ability to perceive surroundings. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or hear something in the distance.
- Willpower aka Sanity, Personality, Ego, ...
- A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering, torture, or insanity. Some games combine willpower and wisdom.
- Perception aka Alertness, Awareness, Cautiousness, ...
- A measure of a character's openness of their surroundings. Perception controls the chance to detect vital clues, traps, or hiding enemies, and might influence combat sequence, or the accuracy of ranged attacks. Perception-type attributes are more common in more modern games. Sometimes combined with wisdom.
- Luck aka Fate, Good Stuff, ...
- A measure of a character's luck. Luck might influence anything, but mostly random items, encounters and outstanding successes/failures (such as critical hits).
Attributes in common systems
Dungeons & Dragons and the d20 System
D&D uses six ability scores:- Strength - physical strength
- Dexterity - agility and speed
- Constitution - ability to resist damage and disease
- Intelligence - mental acuity
- Wisdom - intuition and sense of things around himself
- Charisma - force of personality and physical attractiveness
Basic Role-Playing
- Strength (STR) - physical strength, ability to lift and carry
- Constitution (CON) - health and endurance, ability to resist damage and disease
- Size (SIZ) - mass (and height)
- Intelligence (INT) - mental acuity
- Power (POW) - basic ability to work magic, also luck and will-power
- Dexterity (DEX) - agility, manual dexterity, and speed
- Charisma (CHA) - leadership, charm, personality (earlier versions)
- Appearance (APP) - physical attractiveness (later versions)
GURPS
GURPS uses four (basic) attributes as well as a number of secondary characteristics that are derived from the attributes. Scores for basic attributes are bought or sold during character generation, starting at 10 each for base characters. Secondary characteristics can be modified relative to the primary attribute they are based upon. Skill values are based directly on a specific attribute; most skill rolls are based on 3d6 compared against the skill number.The four basic attributes are:
- Strength (ST) — physical power and bulk, ability to lift, carry, and do damage
- Dexterity (DX) — physical agility, coordination, and manual dexterity
- Intelligence (IQ) — mental acuity and sense of the world
- Health (HT) — physical energy and vitality, ability to resist disease
- Hit Points (HP) — how much damage and injury can be sustained, based on ST
- Will (Will) — mental focus and strength, withstanding stress, based on IQ
- Perception (Per) — general alertness, based on IQ
- Fatigue Points (FP) — body energy levels, based on HT
Hero System
The primary characteristics are:- Strength (STR, cost 1) - physical strength, ability to lift and carry
- Intelligence (INT, cost 1) - mental acuity, learning ability
- Constitution (CON, cost 2) - health and ability to resist disease
- Dexterity (DEX, cost 3) - agility and manual dexterity
- Ego (EGO, cost 2) - mental fortitude and willpower
- Body (BODY, cost 2) - ability to sustain damage leading towards death, hit points
- Presence (PRE, cost 1) - leadership, charm, personality
- Physical Defense (PD, base STR/5, cost 1) - resistance to physical damage
- Energy Defense (ED, base CON/5, cost 1) - resistance to physical damage
- Speed (SPD, base DEX/5, cost 10) - number of actions per turn
- Recovery (REC, base STR/5 + CON/5, cost 2) - STUN and END replaced per turn
- Endurance (END, base CONx2, cost 1/2) - energy available as fatigue
- Stun (STUN, base STR/2+CON/2+BODY, cost 1) - ability to sustain damage leading towards unconsciousness
Storyteller System
Storyteller characters have nine Attributes (or Traits) in three Groups and from three Use Categories, as follows:- Power Category (the ability to alter one’s environment):
- Intelligence (Mental Group) — how mentally resourceful they are.
- Strength (Physical Group) — how physically forceful they can be.
- Presence (Social Group) — how socially influential they can be.
- Finesse Category (the ability to use power efficiently):
- Wits (Mental Group) — how clever and insightful they are.
- Dexterity (Physical Group) — how physically graceful they are.
- Manipulation (Social Group) — how socially dominating they are.
- Resistance Category (the ability to cope with power being exercised upon one’s self):
- Resolve (Mental Group) — how mentally determined they are.
- Stamina (Physical Group) — how physically enduring they are.
- Composure (Social Group) — how socially dignified they are.
Shadowrun
In the first three editions of Shadowrun, the game system used nine attributes in three categories:- Physical attributes:
- Strength
- Quickness — speed, dexterity, agility
- Body — constitution, stamina, and general mass of the character.
- Mental attributes:
- Charisma
- Intelligence
- Willpower
- Special attributes:
- Essence — solidity of the character’s central nervous system, mind, and spirit.
- Magic — magical energy. For beginning magic-tuned characters, this attribute started at the maximum starting attribute (6), and was reduced through trauma, surgery, or cybernetic implantation, or increased through ritual initiation. It is related very closely to Essence, in which damage to Essence will alter the Magic attribute.
- Reaction — a derived statistic based off the average of Quickness and Intelligence, Reaction determined number of actions per round, the character's initiative in combat, and perception.
Traveller
Traveller uses six attributes (called 'characteristics in the rules). There are three physical characteristics, two mental and one social. Human characters are generated by throwin 2D (2d6) for each characteristic.- Strength (STR) - Physical characteristic
- Dexterity (DEX) - Physical characteristic
- Endurance (END) - Physical characteristic
- Intelligence (INT) - Mental characteristic
- Education (EDU) - Mental characteristic
- Social Standing (SOC) - Social characteristic
External links
- Character Attributes in Role-Playing Games — Essay by Bob Hall
A statistic (or stat) in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.
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fictional character is any person, persona, identity, or entity whose existence originates from a work of fiction. The process of creating and developing characters in a work of fiction is called characterization.
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role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories.
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In modern philosophy, mathematics, and logic, a property is an attribute of an object; thus a red object is said to have the property of redness. The property may be considered a form of object in its own right, able to possess other properties.
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In some role-playing game systems, the dice pool is the number of dice that a player is allowed to roll when attempting to perform a certain action.
In most RPG systems, most non-trivial actions require dice rolls.
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In most RPG systems, most non-trivial actions require dice rolls.
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Physical strength is the ability of a person or animal to exert force on physical objects using muscles. Increasing physical strength is the goal of strength training.
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Relation to muscle types
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Wisdom, according to the Merriam-Webster dictionary, is defined as the "1 a: Accumulated philosophic or scientific learning-knowledge; b: Ability to discern inner qualities and relationships-insight; c: Good sense-judgment d: Generally accepted belief <challenges what has become
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A statistic (or stat) in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.
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Unearthed Arcana
Author Andy Collins, Jesse Decker, David Noonan, and Rich Redman
Genre(s) Role-playing game
Publisher Wizards of the Coast
Publication date February 2004
Media type Print (Hardback)
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Author Andy Collins, Jesse Decker, David Noonan, and Rich Redman
Genre(s) Role-playing game
Publisher Wizards of the Coast
Publication date February 2004
Media type Print (Hardback)
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Hack and slash or hack and slay can refer to either a subgenre of action game, or a type of gameplay. In both cases, it describes the emphasis on close combat with short-range weapons.
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A statistic (or stat) in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.
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In some role-playing games, Armor Class (abbreviated AC) is a derived statistic which indicates how difficult it is to hit a character with an attack.
In earlier versions of Dungeons & Dragons
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In earlier versions of Dungeons & Dragons
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Magic points (MP) are units of magical power that are used in many role-playing, computer role-playing and similar games as an expendable resource that is needed to pay for magic spells.
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Character creation (also character generation, chargen, or character design) is the process of defining a fictional character for a role-playing game (RPG) or role-playing video game.
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Dice (the plural of die, from Old French dé, from Latin datum "something given or played" [1] ) are small polyhedral objects, usually cubical, used for generating random numbers or other symbols.
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Character points are abstract units used in some role-playing games during character creation.
Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills.
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Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills.
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A statistic (or stat) in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.
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This article or section needs copy editing for grammar, style, cohesion, tone and/or spelling.
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Health is a gameplay mechanism, used in various forms of role-playing and video games to give a value to characters, enemies, NPCs, and objects related to death and/or the defeat of the player, enemies, or NPCs, or the destruction and/or ruination of the object.
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Health is a gameplay mechanism, used in various forms of role-playing and video games to give a value to characters, enemies, NPCs, and objects related to death and/or the defeat of the player, enemies, or NPCs, or the destruction and/or ruination of the object.
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In some role-playing games, Armor Class (abbreviated AC) is a derived statistic which indicates how difficult it is to hit a character with an attack.
In earlier versions of Dungeons & Dragons
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In earlier versions of Dungeons & Dragons
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This article or section needs copy editing for grammar, style, cohesion, tone and/or spelling.
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A non-player character (sometimes "non-playable character" or "non-player class"), often shortened to NPC, is a character in a role-playing game or computer game whose actions are not controlled by a human player.
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Luck is a chance happening, or that which happens beyond a person's control. Luck can be good or bad.
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Luck as lack of control
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critical hit is a successful attack that deals more damage than a normal blow. The name and concept of critical hits originated in the fantasy role-playing game Dungeons & Dragons
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Dungeons & Dragons (abbreviated as D&D or DnD) is a tabletop fantasy role-playing game (RPG) originally designed by E. Gary Gygax and Dave Arneson, and first published in 1974 by the Gygax-owned company Tactical Studies Rules, Inc. (TSR).
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The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons.[1]
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Basic Role-Playing (BRP) is a role-playing game system which originated in the fantasy-oriented RuneQuest role-playing game rules. A percentile skill-based system, BRP was used as the basis for most of the games published by Chaosium, including Stormbringer
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Dice notation (also known as dice algebra, common dice notation, RPG dice notation, and several other titles) is a system to represent different combinations of dice in role-playing games using simple algebra-like notation such as
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