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— CH. 1 · CORE STATISTIC CATEGORIES —

Statistic (role-playing games)

~5 min read · Ch. 1 of 5
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  • A statistic in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually an integer or sometimes a set of dice. Most games divide their statistics into several categories to organize how characters function. The most often used types include attributes, advantages and disadvantages, powers, skills, and traits. Attributes describe natural characteristics common to all characters like strength or wisdom. Many games also include social characteristics such as charisma or physical appearance. These values influence the chance to succeed in a skill test by adding to a die roll. Ranges can be as small as 1, 5 for numbers of dice or as great as 1, 100 when using percentile dice. Some games work with only a few broad attributes while others have more specific ones. Most games have about 4, 10 attributes. In Tunnels and Trolls, a character can lift 10 lbs per point of Strength. In DC Heroes/Blood of Heroes, +1 to Strength doubles a character's lifting capacity.

  • Attributes are also called statistics, characteristics, or abilities depending on the game system. They describe physical and mental characteristics of characters. Social characteristics might include natural charisma or physical appearance. A higher number is usually better but ranges vary greatly between systems. Some games try to give all attributes about the same usefulness to a character. Certain characteristics might be merged into a single Personality attribute. Others split physical Comeliness from Charisma in the original Unearthed Arcana. Intelligence and Charisma were ignored altogether in some hack and slash adventures. During character creation, attribute scores are usually determined either randomly by rolling dice or by distributing character points. In World of Warcraft, base attribute scores are determined by the character's race and class. The vast majority of stat points will be obtained through end-game gear or equipment. In many games they are fixed for the duration of the game because they represent common in-born characteristics. However, in some games they can be increased by spending experience points gained during the game. This process often happens as part of levelling up. Linearly increasing ability exists in Tunnels and Trolls where a character lifts 10 lbs per point of Strength. A small increase represents a major gain in ability in DC Heroes/Blood of Heroes.

  • An advantage is a physical, social, intellectual, or other enhancement to a character. An adverse effect is known as a disadvantage. Advantages are also known as virtues, merits, or edges. Disadvantages go by flaws, hindrances, or disads. Many games encourage or even force players to take disadvantages for their characters. This balances advantages or other positive statistics. Disadvantages add flavor that cannot be obtained solely by a list of positive traits. They often have a thematic element connecting role-play choices to tangible enhancements. Systems of advantages and disadvantages allow direct relationships between how someone wants to play and skill rolls. These systems are often criticized for allowing min-maxing strategies. Players strive to take disadvantages which have little or no tangible effect on play. They use character points gained from those disadvantages to pay for powerful advantages. The text-based roleplaying game Avalon: The Legend Lives offers developed profession and skills systems. It has around 30 such skills with approximately 17 abilities in each covering Riding, Perception, Thievery, or Demonology. As of 2015 Avalon possesses 66 Skills with 2194 distinct abilities developed over its 26-year tenure.

  • Character points are abstract units used in some role-playing games during character creation and development. Early role-playing games like Dungeons & Dragons assigned random values to player character attributes. They allowed each character a fixed number of skills. Characters were at the same time wildly unbalanced in terms of attributes and heavily constrained in terms of skills. Champions released in 1981 introduced a points-based system of purchasing attributes and skills. This improved game balance and flexibility. These points became known as character points and feature in numerous later games. GURPS is one notable example. A player is usually allotted a number of points for character creation. Attributes like high intelligence can be bought for a certain number of points. Skills like fixing a car or mechanics cost points too. Powers like flying require more spending of character points. Later, character points can be earned and spent to improve attributes or skills. In Champions these points are experience points. In Ars Magica there is a more complicated relationship between experience points and character points. Most games have about 4, 10 attributes. Some games work with only a few broad attributes while others have more specific ones.

  • Many games make use of derived statistics whose values depend on other basic statistics. They often represent a single capability such as weight lifted or speed moved. Some are unitless numbers but often use real-world units like kilograms or metres per second. Derived statistics are often used during combat including hit points, Armor Class, and initiative. Basic and derived statistics are also called primary and secondary statistics respectively. In games using such concepts, derived statistics are modified by the character's race and class. Certain in-game methods like spells or magical items might raise or lower these statistics temporarily. Some games define various interdependencies between statistics of different categories. Prerequisites exist where statistic A must reach value x before statistic B exceeds y. A character class may require certain minimum attribute scores. Learning some esoteric skill requires knowledge of another at expert level. GURPS Martial Arts requires Trained by a Master advantage for cinematic martial arts abilities. Limitations function as the opposite of prerequisites. If statistic A reaches value x then statistic B cannot exceed value y. One game effect of Unfit disadvantage limits Constitution to no more than average. Bonus or base value increases statistic B if statistic A has value x. Higher scores in an attribute grant bonuses to skills.

Common questions

What is a statistic in role-playing games?

A statistic in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually an integer or sometimes a set of dice.

How are attributes defined and used in role-playing games?

Attributes describe natural characteristics common to all characters like strength or wisdom and influence the chance to succeed in a skill test by adding to a die roll. Many games also include social characteristics such as charisma or physical appearance.

When were character points introduced in role-playing game history?

Champions released in 1981 introduced a points-based system of purchasing attributes and skills. This improved game balance and flexibility and these points became known as character points.

Where do derived statistics appear in role-playing games?

Derived statistics are often used during combat including hit points, Armor Class, and initiative. They represent a single capability such as weight lifted or speed moved and depend on other basic statistics.

Why do some role-playing games use disadvantages for their characters?

Disadvantages add flavor that cannot be obtained solely by a list of positive traits and they balance advantages or other positive statistics. Systems of advantages and disadvantages allow direct relationships between how someone wants to play and skill rolls.