Statistics

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Stat refers to a character statistic, such as strength (STR), intelligence (INT), dexterity (DEX), mind (MND), and others. Each stat is a numerical definition of a component or attribute of the character. Depending on the game system, some stats are used directly, but most stats are used as a basis for game play calculations (e.g., damage_dealt = random_number(weapon.damage) + character.strength.bonus). Some game systems use a multitude of stats, while others use a bare minimum to achieve the desired feel.

Game systems can have stats fixed after character creation, have special items to raise and lower stats, have "spells" that temporarily raise and lower stats, use the advancement of levels as points in stats, allow the spending of experience points (XP), or have a combination of the above. Some game systems have very elaborate and intricate systems that require careful bookkeeping to know what the character can and cannot do at any given instant.

Some common concepts about purchasing stats include:

  • A stat increases due to level. This is an "automatic" buy; the player is not bothered with the messy details. Perhaps a fighter class will gain a point in strength for every two character levels, or a druid class will gain a point in wisdom for every 10,000 XP the character gains. The hidden cost can rise with the improvement to the stat, so if, the Elven star marine has a strength of 150, he will not gain in strength until he reaches level 15, or the Archdais needs an extra 6,000 XP to see the next increase to his psionic stat.
  • Experience points are spent on stats. With this option, the player can customize his character to fit his playing style or what he thinks is required to win. The amount spent can be the same for every increase (e.g., 1,000 XP buys +1 strength), or the cost can climb as the stat increases (e.g., XP_needed = character.dexterity.value * 1000).
  • Not all stats are equal. There was a philosophy based on the observation that not all stats are used equally through out a game, therefore the conclusion was that some stats are more important than others and should cost more. An XP or level multiplier is often used to demonstrate the relative importance of the stat (e.g., attack_speed.multiplier = 10; dexterity.multiplier = 3; intelligence.multiplier = 1; etc.).
  • Stats are scattered across categories: primary stats, secondary stats, and/or derived stats. A primary stat is one the player deals with as a basic attribute of the character (e.g., strength, charisma, mind, etc.). A secondary stat is one the computer uses to determine the success of an action (e.g., to-hit value, damage bonus, resistance points, etc.). A derived stat is based on a calculation of a primary stat (e.g., attack_speed.value = dexterity.value / 10; luck.value = intelligence.value + will.value; etc.) and can raise independent of any increases from its primary stat -- the player could spend 1000 XP raising dexterity and 1000 XP raising attack_speed. Primary and derived stats can have different options or the same options when it comes to raising and lower the stats.

Different game systems have different methods of limiting stat advancement. Some common ones include:

  • Racial maximums. These form absolute limits (e.g., no Human can have a strength exceed 6). Different races will have different maximums for different stats.
  • Racial penalties. These are reductions to a stat because of the selected race (e.g., Trolls have a -3 to intelligence).
  • Specimen growth. The individual has limits based on his starting values (e.g., strength.maximum = strength.starting_value + 10).
  • Multiplier zones. After a certain point, it becomes even more difficult to increase the stat -- the system applies a multiple to the cost for each additional increase.
next_increase = strength.value + 1;
increase_cost = strength.increase_cost;
if ( next_increase >= strength.cost_zone_3 )
   increase_cost = increase_cost * 9;
else if ( next_increase >= stength.cost_zone_2 )
  increase_cost = increase_cost * 4;

Some or all of these methods can be used in conjunction with each other, and there are game systems which have no restrictions placed on stat advancement.


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