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Character creation

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Character creation (also character generation / character design ) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet . This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics . It may also include informal descriptions of the character's physical appearance , personality , personal back-story ("background"), and possessions . Games with a fantasy setting may include traits such as race , class , or species . Character creation is the first step taken by the players (as opposed to the gamemaster ) in preparation for a game.

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57-431: Character advancement refers to the improvement of a character's statistics later in the game. The player modifies existing statistics and adds new traits, usually by spending experience points or gaining a new experience level . Character advancement typically uses similar rules as character creation. Changes during character advancement are incremental. The process of creating a character requires making decisions about

114-429: A player character 's attributes , 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 (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

171-413: 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 ", " Squash " and " Oenology ". In terms of a more fine-grained system of statistics, a single trait would often be represented by

228-729: A category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system. Examples for systems that use point distribution to determine statistics are the Hero System (including its predecessor Champions ), GURPS , the World of Darkness series, and the Amber Diceless Roleplaying Game with its unusual auction system. Some Dungeons & Dragons editions also have an optional point buy method for determining ability scores. As used for example in

285-530: 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

342-462: 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 the physical and mental characteristics of characters, for example their strength or wisdom . Many games also include social characteristics as well, for example a character's natural charisma or physical appearance . They often influence

399-408: A character, either to increase the sale value of the account, or to allow the character to be used for commercial gold farming . [REDACTED] The dictionary definition of level up at Wiktionary Statistic (role-playing games)#Skills A statistic (or stat ) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data

456-642: A feature of numerous later games, most notably GURPS . 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

513-552: A few attributes with an assigned value each, but a large number of customizable skills . Here are some examples of different methods: Some creation systems use a mix of point-distribution and random generation; most common among these are variant rules that allow, for instance, the alteration of the initially random stats by taking a reduction of one trait in order to increase another. Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on

570-715: A game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: There is no standard nomenclature for statistics; for example, both GURPS and the Storytelling System 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 and race can also be considered statistics. An attribute describes to what extent

627-480: A group of skills , one or more advantages and attributes , 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. Many games make use of derived statistics: statistics whose values are determined only by

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684-505: A level cap, or a limit of levels available. For example, in the online game RuneScape , no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player. In some systems, such as the classic tabletop role-playing games Traveller , Call of Cthulhu and Basic Role-Playing , and

741-426: A level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience. For example, D&D 3rd Edition bases the creation of magical items around a system of experience expenditure (known as burning xp ). The d20 System introduced the concept of prestige classes , sets of mechanics, character developments, and requirements that can be leveled up. Some games have

798-414: A level-based experience system. In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a non-player character . Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management

855-468: A level-up system while playing a modification of Chainmail , for which Gygax was a co-author. Dungeons & Dragons needed an abbreviation for "experience point", but EP was already in use for "electrum pieces", part of the currency system. One of TSR's first hires, Lawrence Schick, suggested the abbreviation to XP, to help Gygax complete the game manuals before release. Some games use hybrid advancement systems that combine elements from more than one of

912-534: A much more charged meaning. A term intended to describe this style of play without pejorative connotation is optimization , also known as "XP farming". Power-leveling is using the help of another, stronger player to level a character more quickly than is possible alone. Games that allow several characters to participate in a single event (such as battle or quest completion), implement various methods of determining how and when experience gets shared between participants. These methods include: only awarding experience to

969-426: A particular occupation or dramatic role. For instance, a thief should know how to move quietly, pick locks, disarm traps, and climb walls. In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game. They can be flexibly modified according to the game's character creation rules or ignored altogether. This is generally the case in games that try to give

1026-432: 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 ), each skill has a specific base attribute to which it

1083-455: 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. A trait represents

1140-417: A race's "point cost", while in other systems, it is up to the race's designer to balance different races against each other (if this is desired). To speed up and simplify the character creation process, many games use character templates . These are sample characters representing genre -typical archetypes . Templates can be completely ready-made or only define the statistics necessary for a character to fill

1197-528: A relevant skill; older editions of Shadowrun 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

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1254-446: A remorted character. The term "remort" comes from MUDs . In some MUDs, players may become immortal characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate this position to resume playing the game—usually from level one just as with any new character—he or she

1311-480: A set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time, usually once per game session. Once experience points are used, they are erased or marked as spent from the character record and cannot be used again. Final Fantasy XIII and Warhammer Fantasy Roleplay are examples of games that use a cash-in advancement system. Since many early role-playing video games are derived from Dungeons & Dragons , most use

1368-613: 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. In some games, such as World of Warcraft , 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

1425-608: A sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics , such as maximum health , magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from Dungeons & Dragons , experience points are used to improve characters in discrete experience levels ; in other games, such as GURPS and

1482-564: 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 are abstract units used in some role-playing games during character creation and development. Early role-playing games such as Dungeons & Dragons assigned random values to

1539-423: Is a game mechanic in some role-playing games. Once a character reaches a specified level limit, the player can elect to start over with a new version of the character. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, such as access to different races , avatars , classes , skills, or otherwise inaccessible play areas within the game. A symbol often identifies

1596-423: Is a more complicated relationship between experience points and character points. A power represents a unique or special quality that a character can use. In many games, powers are binary on-or-off qualities as opposed to attributes and skills which are usually numeric quantities. The main exception to this is superhero RPGs, where superpowers are often treated as a sort of skill. Superpowers may also use

1653-400: 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. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When

1710-410: 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

1767-402: Is referred to as leeching. In games that allow players to gain rewards by kill stealing , this is also considered a form of leeching. Some players of online games use automated programs known as bots to grind or leech for them in order to progress with minimal effort. This practice often violates the terms of service. Bots are also commonly used in commercial operations in order to powerlevel

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1824-404: Is said to have remorted, "becoming mortal again". Grinding refers to the process of repeating one specific activity over and over. This is done, for example, by repeatedly participating in challenges, quests, tasks and events which reward experience points for performing repetitive, often menial challenges. This definition can also be used in multi-player games , but it is typically displaced by

1881-624: Is usually a ( unitless ) integer 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 ). Most games divide their statistics into several categories. The set of categories actually used in

1938-424: Is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent. Some games, particularly MUDs and MMORPGs , place a limit on the experience a character gains from a single encounter or challenge, to reduce

1995-456: The World of Darkness games, experience points are spent on specific abilities or attributes chosen by the player. In most games, as the difficulty of the challenge increases, the experience rewarded for overcoming it also increases. As players gain more experience points, the amount of experience needed to gain abilities typically increases. Alternatively, some games keep the number of experience points per level constant but progressively lower

2052-743: The World of Darkness series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an archery skill one notch, 10 points to raise overall dexterity by one, or it might cost 20 points to learn a new magic spell . Players are typically free to spend points however they choose. Some games simplify free-form advancement by offering packages or templates of pre-selected ability sets. A cash-in experience advancement system uses experience points to "purchase" character advancements such as class levels, skill points, new skills, feats, and base attribute points. Each advancement has

2109-537: The Traveller , Empire of the Petal Throne and Harnmaster RPGs or some cRPGs such as Mount & Blade and Darklands , this technique models a character's life prior to becoming an active adventurer. The player chooses family origin then makes further decisions at specific life "checkpoints" such as early education, young adulthood, or "tours of duty" in various careers. Each stage applies modifiers and gives

2166-458: The abbreviation "disads". Many games encourage or even force players to take disadvantages for their characters in order to balance 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

2223-459: The chance to succeed in a 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 ). In some games, attributes represent linearly increasing ability (e.g. in Tunnels and Trolls , where

2280-411: The character stronger and able to accomplish more difficult tasks, such as safely battling stronger enemies, gaining access to more powerful spells or combat techniques, or resolving more difficult social challenges. Typically, levels are associated with a character class , and many systems allow combinations of classes, allowing a player to customize how their character develops. Some systems that use

2337-492: The character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement. Levels of randomization and player agency vary depending on the specific system. Determining numerical values comprises several steps that are not always distinct: Example: In Castle Falkenstein , abilities are

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2394-586: The character whose hit killed the enemy (as in Fire Emblem series); sharing experience among characters (as in D&;D ); and giving experience based on each character's actions (as in Final Fantasy Tactics ). In some online games (for example Dungeon Defenders ), it is possible to join a group and gain experience while providing little or no contribution to the group. This type of behavior

2451-571: The character's attributes and skills. Each game includes its own procedures for making these decisions. The decision may be predetermined by the rules. This may be according to a formula or a table that maps one or more predetermined statistics to a specific choice for another. The decision may be made by the game master prior to character creation. Some games and campaign settings offer pre-generated character options for beginners or players who prefer to start playing more quickly. Random choices are made by rolling dice and either using

2508-529: The character's race and sometimes profession. In Dungeons & Dragons , for example, non-human races typically increase one ability score by two (on a scale of 3 to 18) while another is lowered by the same amount. In Stormbringer 3 rd edition, nearly all nationalities (subraces) cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value. In point-distribution systems, these modifiers generally contribute to

2565-414: 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 ". 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

2622-409: The effectiveness of power-leveling . "Perks" are special bonuses that video game players can add to their characters to gain special abilities. The term refers to the general usage of " perk " as an abbreviation of " perquisite ". Perks are permanent rather than temporary and are progressively unlocked through experience points. The first video game to use the term "perks" to refer to such a mechanic

2679-402: The experience gained for the same tasks as the character's level increases. Thus, as the player character strengthens from gaining experience, they are encouraged to accept new tasks that are commensurate with their improved abilities in order to advance. The term "experience point" was introduced by Gary Gygax and Dave Arneson in the creation of Dungeons & Dragons . Arneson introduced

2736-541: The first editions of the Stormbringer role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table. The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of character points among various statistics. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within

2793-428: The following types. In many role-playing games, such as games derived from Dungeons & Dragons ( D&D ), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats increase, making

2850-401: The only type of statistic. Each player gets the same pre-defined set of scores (1a) and can freely choose (1b) which abilities to assign them to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3). Games that don't use point distribution to determine all statistic values use different methods for different types of statistic. For instance, there may be

2907-536: The player as much control over the character creation process as possible. (Examples are Shadowrun or GURPS .) Other games use templates as a mandatory tool to provide direction and limitations to character creation and development. This character class concept was introduced by Dungeons & Dragons. It is now used in all d20 System games and has been adopted by many others, such as Palladium Books ' Megaversal system . Experience point An experience point (often abbreviated as exp or XP )

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2964-483: The result directly or looking it up in a table, depending on the decision that is to be made. A random generation system allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters. However, players have little control over the scores. For example, in some editions of Dungeons & Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In

3021-451: The role-playing video games Dungeon Master , Final Fantasy II , The Elder Scrolls , the SaGa series, and Grandia series, character progression is based on increasing individual statistics rather than general experience points. Skills and attributes grow through exercised use. Free-form advancement is used by many role-playing systems including GURPS , Hero System or

3078-478: The same rating scale as the primary statistics. A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks. During character creation , 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 , very few games fix

3135-428: 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 ), or even ignored altogether (for example, Intelligence and Charisma in a hack and slash adventure). In many games,

3192-573: 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 (such as kilograms or metres per second ). Derived statistics are often used during combat (e.g. hit points , Armor Class and initiative ). Basic and derived statistics are also called primary and secondary statistics, respectively. In games which use such concepts, derived statistics are often modified by

3249-457: Was the 1997 role-playing video game Fallout . Besides RPGs, perks have been used in various other video games in recent times, including first-person shooters such as Call of Duty 4: Modern Warfare (2007), Call of Duty: Modern Warfare 2 (2009), and Killing Floor (2009), as well as action games such as Metal Gear Online (2008). "Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or " new game plus ")

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