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Attribute (role-playing games)

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Anattribute is a piece of data (a "statistic") that describes to what extent a fictional character in arole-playing game possesses a specific natural, in-borncharacteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, aset of dice. Some games use different terms to refer to an attribute, such asstatistic, (primary)characteristic orability. A number of role-playing games likeFate do not use attributes at all.

The nature of attributes

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There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to theBBC Cult TV website "All characters have Attributes — basic physical and mental abilities."[1] and in thePathfinder Roleplaying Game "Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities."[2] In some games, such as older versions ofDungeons & Dragons the attribute is used on its own to determine outcomes, whereas in many games, beginning withBunnies & Burrows[3] and including more modern versions of D&D, the attribute works with askill to affect the overall outcome.

Common types of attribute system

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Attributes inS.C.O.U.R.G.E.: Heroes of Lesser Renown.

There is no standard amongst role-playing games as to which attributes are important for the game, though there is a school of design which says you pick the attributes after you decide what the game is about.

Set attribute systems

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Dungeons & Dragons

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Dungeons & Dragons used six attributes (there were brief attempts to add a seventh,Comeliness, inUnearthed Arcana andDragon magazine, but this was short-lived[4]). The six attributes used in D&D are:

"Physical" statistics
  • Strength - measuring intimidation, physical power and carrying capacity
  • Constitution - measuring endurance, stamina and healthiness
  • Dexterity - measuring agility, balance, coordination and reflexes
"Mental" statistics
  • Intelligence - measuringIQ deductive reasoning, critical thinking, cognition, knowledge, memory, logic and rationality
  • Wisdom - measuringEQ, intuition, self-awareness, common sense, restraint, perception and insight
  • Charisma - measuring force of personality, physical appearance, persuasiveness, personal magnetism, leadership and successful planning

These range from about 3 to 20 (depending on the edition).[5][6][7]

The original attribute sequence in D&D was Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma in the original 1974 rules.[8] This listed the three "prime requisites" of the character classes before the "general" stats: strength for fighters, intelligence for magic-users, and wisdom for clerics.

The attribute sequence in D&D was changed to Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, sometimes referred to as "SIWDCC".[9] This change was made due to the addition of the thief class, which used dexterity as a prime requisite.

The current "SDCIWC" sequence was introduced in AD&D 2nd edition in an attempt to divide physical and cognitive traits into two groups.

Other games

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Many other notable games have followed suit while slightly varying the attributes, likeTraveller (Strength, Dexterity,Endurance, Intelligence,Education,Social Standing) or likeCortex System games such as theSerenity RPG and theCortex PlusLeverage withAgility,Alertness, Intelligence, Strength,Vitality, andWillpower.[10][11]

Others use more, some fewer.Tri-Stat dX (includingBig Eyes, Small Mouth), as the name would suggest, uses three (Body,Mind, andSoul), whereas a more common division of three, and used in the Cortex Plus gameFirefly isPhysical, Mental, andSocial, but expands with theStoryteller System's attributes.

SPECIAL is anacronym statistics system developed specifically for theFallout series, representing the seven attributes used to defineFallout characters:Strength,Perception,Endurance,Charisma,Intelligence,Agility andLuck. SPECIAL is heavily based onGURPS,[12] which was originally intended to be the character system used in the game.

Some games have used particularly complex systems. For instance,F.A.T.A.L. uses a system of five attributes with four sub-attributes each, resulting in twenty total statistics to roll. This system was criticised for its complexity and for the lack of correlation between related sub-statistics, resulting in oddities such as a character with a higher Average Speech Rate than Maximum Speech Rate.[13]

Classifications

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The first three editions ofShadowrun had three separate headings of Physical attributes, Mental Attributes, and Special Attributes, with three stats in each. With the six non-special attributes beingStrength,Agility, Body,Charisma,Intelligence, and Willpower, and two of the three special attributes relating to magic and the third being derived, this is arguably a six attribute system.

TheStoryteller System used in games likeVampire: The Masquerade took this one step further, breaking the attributes down into three by three classifications.Power,Finesse, and Resistance, and Mental, Physical, andSocial, leading to nine different combinations each of which has a separate name with, for example,Mental Finesse being the attributeWits andSocial Resistance beingComposure.[14]

Stats and substats

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Some games think that attributes are not and should not be treated as entirely independent, and therefore make a lot of their attributes dependent on others.

GURPS uses two levels of statistic: four primary statistics (Strength,Dexterity,Intelligence,Health) and four statistics derived directly from thoseFatigue, which defaults to strength or health (depending on edition);Hit Points, which defaults to health or strength (depending on edition); Willpower, which defaults to intelligence; andSpeed, which defaults to half theaverage of health and dexterity.

Hero System 5th edition has eight primary statistics, and a further five derived from them.

Fitting the setting

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Some game systems such as those using theCortex Plus system or thosePowered by the Apocalypse work on the basis that the attributes should emphasise elements of the setting thus making them different from game to game even within the same family. So, for example,Dungeon World is meant to resemble a game ofD&D so it uses the same statistics as above, whereasMonsterhearts, with its mix ofteen drama andparanormal romance uses the statisticsHot, Cold,Violent, and Dark.

Common attribute names

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Attributes are commonly referred to by a three letter abbreviation (Str, Int, etc.).

Physical statistics

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Strengthaka Body, Might, Brawn, Power ...
A measure of how physically strong a character is. Strength often controls the power and/or damage ofmelee attacks, the maximum weight the character can carry, and sometimeshit points. Armor and weapons might also have a Strength requirement to use them.
Constitutionaka Stamina, Endurance, Vitality, Recovery ...
A measure of how sturdy a character is. Constitution often influenceshit points, resistances for special types of damage (poisons, illness, heat etc.) and fatigue.
Defenseaka Resistance, Resilience, ...
A measure of how resilient a character is. Defense usually decreases taken damage by either a percentage or a fixed amount per hit. Occasionally combined with Constitution.
Dexterityaka Agility, Reflexes, Quickness, ...
A measure of how agile a character is. Dexterity controls attack and movement speed and accuracy, as well as evading an opponent's attack (seeArmor Class).

Mental and other statistics

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Intelligenceaka Intellect, Mind, Knowledge, ...
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 whichexperience points are earned, or the amount needed to level up. Under certain circumstances, this skill can also negate combat actions between players and NPC enemies. This is sometimes combined with wisdom and/or willpower.
Charismaaka Presence, Charm, Social, ...
A measure of a character's social skills, and sometimes their physical appearance. Charisma generally influences prices while trading andNPC reactions. Under certain circumstances, this skill can negate combat actions between players and NPC enemies.
Wisdomaka Spirit, Wits, Psyche, Sense, ...
A measure of a character's common sense and/or spirituality. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or discern other characters' motives or feelings.
Willpoweraka Fortitude, Resolve, Sanity, Personality, Ego, ...
A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity. Many games combine willpower and wisdom.
Perceptionaka Alertness, Awareness, Cautiousness, ...
A measure of a character's openness to 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. Note that this skill is usually understood only to apply to what a character can perceive with their established senses (i.e. sight, sound, smell, etc), and does not usually includeextrasensory perception or other forms of mentaltelepathy ortelekinesis in the given game unless the character's specific attributes expressly include such abilities (such asthe Force inStar Wars). Sometimes combined with wisdom.
Luckaka Fate, Chance, ...
A measure of a character'sluck. Luck might influence anything, but mostly random items, encounters and outstanding successes/failures (such ascritical hits).

References

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  1. ^BBC Cult TV -Buffy the Vampire Slayer RPG
  2. ^Pathfinder PRD
  3. ^Steffan O'Sullivan (1998-06-20)."Bunnies & Burrows". SOS' Gameviews. Retrieved2007-09-11.
  4. ^"D&D: The Comeliness Stat (& Why It Was Dropped) Explained".ScreenRant. 2021-05-12. Retrieved2021-05-13.
  5. ^Dungeons and Dragons 3.5e Players Handbook
  6. ^Dungeons and Dragons 4e Players Handbook
  7. ^Dungeons and Dragons 5e Players Handbook
  8. ^Original Dungeons and Dragons
  9. ^Dungeons and Dragons 1e Players Handbook
  10. ^Cortex System Roleplaying GameISBN 978-1-931567-79-4
  11. ^Leverage: The Roleplaying GameISBN 978-1-931567-24-4
  12. ^"Steve Jackson Games Daily Illuminator - February 1997".
  13. ^MacLennan, Darren; Sartin, Jason (10 April 2003)."Review of F.A.T.A.L".RPGnet.
  14. ^Vampire: The Masquerade 20th Anniversary Edition
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