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A statistic (or stat) in role-playing games is a piece of
data In the pursuit of knowledge, data (; ) is a collection of discrete Value_(semiotics), values that convey information, describing quantity, qualitative property, quality, fact, statistics, other basic units of meaning, or simply sequences of sy ...
that represents a particular
aspect Aspect or Aspects may refer to: Entertainment * ''Aspect magazine'', a biannual DVD magazine showcasing new media art * Aspect Co., a Japanese video game company * Aspects (band), a hip hop group from Bristol, England * ''Aspects'' (Benny Carter ...
of a
fictional character In fiction, a character (or speaker, in poetry) is a person or other being in a narrative (such as a novel, play, radio or television series, music, film, or video game). The character may be entirely fictional or based on a real-life perso ...
. That piece of data is usually a (
unit Unit may refer to: Arts and entertainment * UNIT, a fictional military organization in the science fiction television series ''Doctor Who'' * Unit of action, a discrete piece of action (or beat) in a theatrical presentation Music * ''Unit'' (a ...
less)
integer An integer is the number zero (), a positive natural number (, , , etc.) or a negative integer with a minus sign ( −1, −2, −3, etc.). The negative numbers are the additive inverses of the corresponding positive numbers. In the languag ...
or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in '' Ars Magica'' or ''Attribute Aspects'' in ''
Aria In music, an aria ( Italian: ; plural: ''arie'' , or ''arias'' in common usage, diminutive form arietta , plural ariette, or in English simply air) is a self-contained piece for one voice, with or without instrumental or orchestral accompa ...
''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: *
Attribute Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
s describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that are not common to all characters. *
Power Power most often refers to: * Power (physics), meaning "rate of doing work" ** Engine power, the power put out by an engine ** Electric power * Power (social and political), the ability to influence people or events ** Abusive power Power may a ...
s represent unique or special qualities of the character. In game terms, these often grant the character the potential to gain or develop certain advantages or to learn and use certain skills. *
Skill A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of w ...
s represent a character's learned
abilities Abilities are powers an agent has to perform various actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person's intention and exe ...
in predefined areas. * Traits are broad areas of expertise, similar to skills, but with a broader and usually more loosely defined scope, in areas freely chosen by the player. There is no standard nomenclature for statistics; for example, both ''
GURPS The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems ...
'' and the ''
Storytelling System The ''Storytelling System'' is a role-playing game system created by White Wolf, Inc. for the Chronicles of Darkness (formerly known as the New World of Darkness), a game world with several pen and paper games tied in. The Storytelling System i ...
'' refer to their statistics as "traits", even though they are treated as attributes and skills. Many games make use of derived statistics whose values depend on other statistics, which are known as ''primary'' or ''basic'' statistics. Game-specific concepts such as experience levels, alignment,
character class In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, ...
and
race Race, RACE or "The Race" may refer to: * Race (biology), an informal taxonomic classification within a species, generally within a sub-species * Race (human categorization), classification of humans into groups based on physical traits, and/or s ...
can also be considered statistics.


Types


Attributes

An attribute describes to what extent a character possesses a natural, in-born characteristic common to all characters in the game. Attributes are also called statistics, characteristics or abilities. Most role-playing games use attributes to describe characters’ physical and mental characteristics, for example their
strength Strength may refer to: Physical strength *Physical strength, as in people or animals * Hysterical strength, extreme strength occurring when people are in life-and-death situations *Superhuman strength, great physical strength far above human c ...
or
wisdom Wisdom, sapience, or sagacity is the ability to contemplate and act using knowledge, experience, understanding, common sense and insight. Wisdom is associated with attributes such as unbiased judgment, compassion, experiential self-knowle ...
. Many games also include social characteristics as well, for example a character's natural
charisma Charisma () is a personal quality of presence or charm that compels its subjects. Scholars in sociology, political science, psychology, and management reserve the term for a type of leadership seen as extraordinary; in these fields, the term "ch ...
or
physical appearance Human physical appearance is the outward phenotype or look of human beings. There are infinite variations in human phenotypes, though society reduces the variability to distinct categories. The physical appearance of humans, in particular those a ...
. They often influence the chance to succeed in a
skill A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of w ...
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 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 wargames and tabletop role-playing games using simple algebra-like notation suc ...
). In some games, attributes represent linearly increasing ability (e.g. in ''
Tunnels and Trolls A tunnel is an underground passageway, dug through surrounding soil, earth or rock, and enclosed except for the entrance and exit, commonly at each end. A pipeline is not a tunnel, though some recent tunnels have used immersed tube const ...
'', where a character can lift 10 lbs per point of Strength) whereas in others a small increase can represent a major gain in ability (e.g. in the '' DC Heroes''/'' Blood of Heroes'' system, where +1 to Strength doubles a character's lifting capacity). Some games work with only a few broad attributes (such as ''Physical'' or ''Mental''), while others have a greater number of more specific ones. Most games have about 4–10 attributes. 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 physical "Comeliness" from Charisma in the original ''
Unearthed Arcana ''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing materia ...
''), 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 Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the for ...
or
magic point Magic or mana is an attribute assigned to characters within a role-playing or video game that indicates their power to use special magical abilities or "spells". Magic is usually measured in magic points or mana points, shortened as MP. Different ...
s. During
character creation Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a ...
, attribute scores are usually determined either randomly (by rolling dice) or by distributing character points. In some games, such as ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'', the base attribute scores are determined by the character's race and class (however the vast majority of stat points will be obtained through end-game gear/equipment). 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 An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
gained during the game, or as part of the process of " levelling up".


Advantages and disadvantages

An advantage is a physical, social, intellectual, or other enhancement to a character. In contrast, a disadvantage is an adverse effect. Advantages are also known as virtues, merits or edges and disadvantages as flaws or hindrances, or by the abbreviation "disads". Many games encourage or even force players to take disadvantages for their characters in order to
balance Balance or balancing may refer to: Common meanings * Balance (ability) in biomechanics * Balance (accounting) * Balance or weighing scale * Balance as in equality or equilibrium Arts and entertainment Film * ''Balance'' (1983 film), a Bulgaria ...
their advantages or other "positive" statistics. Disadvantages also add flavor to a character that can't be obtained solely by a list of positive traits. Advantages and disadvantages often have a thematic element to them. They often provide a direct relationship between how someone wants to role-play their character and a tangible "in-game" enhancement to skill or ability rolls. Systems of advantages and disadvantages are often criticized for allowing or even encouraging min-maxing, where a player strives to take disadvantages which have little or no tangible effect on play while using the character points gained from those disadvantages to pay for powerful advantages.


Character points

Character points are abstract units used in some role-playing games during
character creation Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a ...
and development. Early role-playing games such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' assigned random values to a player character's
attributes Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
, while allowing each character a fixed number of skills. As a result, characters were at the same time wildly unbalanced in terms of attributes and heavily constrained in terms of skills. ''
Champions A champion (from the late Latin ''campio'') is the victor in a challenge, contest or competition. There can be a territorial pyramid of championships, e.g. local, regional / provincial, state, national, continental and world championships, a ...
'' (1981) introduced a points-based system of purchasing attributes and skills as a means of improving game balance and flexibility. These points are known as character points, and it has become a feature of numerous later games, most notably ''
GURPS The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems ...
''. Usually, a player is allotted a number of points for character creation. A character's attributes (such as high intelligence), skills (such as fixing a car or ''mechanics''), or powers (such as flying) can then be bought for a certain number of points. More powerful abilities or a greater degree of power will require more "spending" of character points. Later, character points can be earned and spent to improve attributes or skills, or to buy new skills or powers. In some games, such as ''Champions'', these points are experience points; in others, such as '' Ars Magica'', there is a more complicated relationship between experience points and character points.


Powers

A power represents a unique or special quality of a character. In many games, powers are binary on-or-off qualities as opposed to
attributes Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
and
skills A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of w ...
which are usually numeric quantities. The main exception to this is superhero RPGs, where
superpowers A superpower is a state with a dominant position characterized by its extensive ability to exert influence or project power on a global scale. This is done through the combined means of economic, military, technological, political and cultural s ...
are often treated as a sort of skill. Superpowers may also use the same rating scale as the primary statistics.


Skills

A skill represents the learned
knowledge Knowledge can be defined as Descriptive knowledge, awareness of facts or as Procedural knowledge, practical skills, and may also refer to Knowledge by acquaintance, familiarity with objects or situations. Knowledge of facts, also called pro ...
and
abilities Abilities are powers an agent has to perform various actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person's intention and exe ...
of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks. During
character creation Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a ...
, a player character's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to
attributes Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
, very few games fix a player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs. Skills usually influence a character's chance to succeed by adding to the relevant attribute. In some games (such as ''
GURPS The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems ...
''), each skill has a specific base attribute to which it is always added; in others (such as '' Ars Magica''), a skill can be added to different attributes depending on how the skill is being used. Some games (such as '' Feng Shui'') add the base attribute to the skill at character creation time; after that, it is independent of the attribute and is used instead of the attribute rather than adding to it. Most games have a fixed penalty for attempting a task without a relevant skill; older editions of ''
Shadowrun ''Shadowrun'' is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic in fiction, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime fiction, crime, with ...
'' gave a complex network of penalties for using similar skills (such as attempting to pick an electronic lock by using the Computer skill instead of the Electronics skill). The text-based roleplaying game '' Avalon: The Legend Lives'' is noted for being the first text based multi user role-playing game to offer a developed profession and skills system . Choosing a profession then conveyed a bank of general skills and guild specific ones each containing a ladder of skills which could be invested in via lessons earned through on-line play. Initially there were around 30 such skills with approximately 17 abilities in each covering a wide range from Riding, Perception, Thievery or Demonology. As of 2015 Avalon possesses 66 Skills with 2194 distinct abilities developed over its 26-year tenure.


Traits

A trait represents a broad area of expertise of a character. Traits are rarely drawn from a predetermined list; rather, the player chooses some description during character generation. For example, a squash-playing history professor with a knowledge of fine wines might have the ''traits'' "
History History (derived ) is the systematic study and the documentation of the human activity. The time period of event before the invention of writing systems is considered prehistory. "History" is an umbrella term comprising past events as well ...
", "
Squash Squash may refer to: Sports * Squash (sport), the high-speed racquet sport also known as squash racquets * Squash (professional wrestling), an extremely one-sided match in professional wrestling * Squash tennis, a game similar to squash but pla ...
" and " Oenology". In terms of a more fine-grained system of statistics, a single ''trait'' would often be represented by a group of
skill A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of w ...
s, one or more advantages and
attribute Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
s, or a combination thereof. The first major role-playing game to use traits was '' Over the Edge''. Some systems, such as '' Castle Falkenstein'' and '' HeroQuest'', use traits as the only type of statistic, although they may use some other term for them, such as abilities.


Derived statistics

Many games make use of derived statistics: statistics whose values are determined only by the values of other, "basic" statistics. They often represent a single capability of the character such as the weight a character can lift, or the speed at which they can move. Some are unitless numbers, but often they use real-world
units of measurement A unit of measurement is a definite magnitude of a quantity, defined and adopted by convention or by law, that is used as a standard for measurement of the same kind of quantity. Any other quantity of that kind can be expressed as a multi ...
(such as kilograms or
metres per second The metre per second is the unit of both speed (a scalar quantity) and velocity (a vector quantity, which has direction and magnitude) in the International System of Units (SI), equal to the speed of a body covering a distance of one metre in a ...
). Derived statistics are often used during combat (e.g.
hit point Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the f ...
s,
Armor Class Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the for ...
and
initiative In political science, an initiative (also known as a popular initiative or citizens' initiative) is a means by which a petition signed by a certain number of registered voters can force a government to choose either to enact a law or hold a ...
). Basic and derived statistics are also called primary and secondary statistics, respectively. In games which use such concepts, derived statistics are often modified by the character's
race Race, RACE or "The Race" may refer to: * Race (biology), an informal taxonomic classification within a species, generally within a sub-species * Race (human categorization), classification of humans into groups based on physical traits, and/or s ...
and class. In addition, certain in-game methods such as spells or magical items might raise or lower these statistics temporarily.


Interdependencies between statistics

Some games define various interdependencies between statistics of different categories, as well as within categories. The most common are: ; Prerequisite : Only if statistic ''A'' has a value of at least ''x'', statistic ''B'' may exceed value ''y''. (Where ''y'' is often 0 or ''none''.) For example, a character class may require certain minimum attribute scores, or a spell may require a minimal level of magical talent. Learning some esoteric skill often requires knowledge of another one at an "expert" level or possession of a certain advantage: In '' GURPS Martial Arts'', for example, "cinematic" or "mystical" martial arts abilities require a special advantage, ''Trained by a Master''. ; Limitation : If statistic ''A'' has a value of at least ''x'', then statistic ''B'' cannot exceed value ''y''. This is the opposite of ''prerequisite''. (Only if statistic ''A'' has a value of ''at most'' ''x'', statistic ''B'' may exceed value ''y''.) For example, a character class may be disallowed for certain races, or one of the game effects of a disadvantage (say, ''Unfit''), could be to limit a certain attribute (''Constitution'' or ''Health'' in the example) to a certain maximum value (no more than ''average''). ; Bonus ''or'' base value : If statistic ''A'' has a value of ''x'', then the value of statistic ''B'' is increased by (or starts at) ''y''. The term ''base value'' is preferred if ''y'' = ''x'' or if ''y'' is large compared to ''Bs value. Higher scores in an attribute often grant bonuses to a group of skills. ; Derivation: If statistics ''A'' and ''B'' have values of ''x'' and ''y'', respectively, then the value of statistic ''C'' is a ''
function Function or functionality may refer to: Computing * Function key, a type of key on computer keyboards * Function model, a structured representation of processes in a system * Function object or functor or functionoid, a concept of object-oriente ...
of (x, y)''.


References

{{Reflist, colwidth=40em, refs= {{Cite web , last=Bartle , first=Richard , date=2015-12-15 , title=Legacy Reviews of MUA and MUDS , url=http://mud.co.uk/richard/imucg4.htm , access-date=2015-12-14 Role-playing game terminology