Attribute (role-playing games)

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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. A number of role-playing games like Fate do not use attributes at all.

The nature of attributes[edit]

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 the BBC Cult TV website "All characters have Attributes — basic physical and mental abilities."[1] and in the Pathfinder 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, like older versions of Dungeons and Dragons the attribute is used on its own to determine outcomes, whereas in a lot of games, starting with Bunnies & Burrows[3] and including more modern versions of D&D the attribute works with a skill to contribute to the overall outcome.

Common types of attribute system[edit]

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

Set attribute systems[edit]

Dungeons & Dragons used six attributes (there were brief attempts to add a seventh, Comeliness in Unearthed Arcana and Dragon Magazine but they didn't last.) The six attributes used in D&D are Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma, and these range from about 3 to 18 (depending on the edition).[4]

Many other notable games have followed suit while slightly varying the attributes, like Traveller (Strength, Dexterity, Endurance, Intelligence, Education, Social Standing) or like Cortex System games such as the Serenity RPG and the Cortex Plus Leverage Roleplaying Game with Agility, Alertness, Intelligence, Strength, Vitality, and Willpower.[5][6]

Others use more, or some fewer. Tri-Stat dX, (including Big Eyes Small Mouth), as the name would suggest, uses three (Body, Mind, and Soul), whereas a more common division of three, and used in the Cortex Plus game Firefly is physical, mental, and social, one of the two axes for the Storyteller system's attributes.

Classifications[edit]

The first three editions of Shadowrun had three separate headings of Physical attributes, Mental Attributes, and Special Attributes, with three stats in each. With the six non-special attributes being Strength, Quickness, 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.

The Storyteller system used in games like Vampire: The Masquerade took this one step further, breaking the attributes down into three by three classifications. Power, Finesse, and Resistance, and Mental, Physical, and Social, leading to nine different combinations each of which has a separate name with, for example, Mental Finesse being the attribute Wits and Social Resistance being Composure.[7]

Stat and Substat[edit]

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 those (Fatigue which defaults to strength or health depending on edition, Hit Points (health or strength depending on edition), Willpower (defaults to intelligence), and Speed (defaults to half the average of intelligence and dexterity)). Hero System 5th edition has eight primary statistics, and a further five derived from them.

Fitting the setting[edit]

Some game systems such as those using the Cortex Plus system or those Powered 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 of D&D so it uses the same statistics as above, whereas Monsterhearts, with its mix of teen drama and paranormal romance uses the statistics Hot, Cold, Violent, and Dark.

Common attribute names[edit]

Attributes are commonly referred to by their first two or three initials.

Strength aka Body, Might, Brawn, ...
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, 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 (see Armor Class).
Intelligence aka Intellect, Mind, Brains, 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 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, 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.
Willpower aka 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. Some games combine willpower and wisdom.
Perception aka 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. Sometimes combined with wisdom.
Luck aka Fate, Chance, ...
A measure of a character's luck. Luck might influence anything, but mostly random items, encounters and outstanding successes/failures (such as critical hits).

References[edit]

  1. ^ BBC Cult TV - Buffy the Vampire Slayer RPG
  2. ^ Pathfinder PRD
  3. ^ Steffan O'Sullivan (1998-06-20). "Bunnies & Burrows". SOS' Gameviews. Retrieved 2007-09-11. 
  4. ^ Dungeons and Dragons 4e Players Handbook
  5. ^ Cortex System Roleplaying Game ISBN 978-1-931567-79-4
  6. ^ Leverage: The Roleplaying Game ISBN 978-1-931567-24-4
  7. ^ Vampire: The Masquerade 20th Anniversary Edition