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Character creation (often Character generation or chargen) is the process of defining a fictional character for a role-playing game (RPG). It is usually the first step taken by the players (as opposed to the gamemaster) in preparation for a game. This usually involves establishing a description of the character’s physical appearance, his or her personality, and game-specific information. The latter mainly consists of assigning statistics (e.g., attributes, skills, advantages and disadvantages) to the character. This article will be exclusively concerned with the RPG-specific part of character creation. A fictional character is any person who appears in a work of fiction. ...
A role-playing game (RPG, often roleplaying game) is a type of game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. ...
This article refers to the role-playing game term. ...
Personality psychology is a branch of psychology which studies personality and individual differences. ...
A statistic or stat, in role-playing games, is a piece of data which represents a particular aspect of a fictional character. ...
An Attribute (also called a statistic, characteristic or ability) is an abstract number (or, in some cases, a set of dice) which represents a single aspect of a fictional character in a role-playing game. ...
In role-playing games a skill represents a characters expertise in a certain area. ...
A statistic or stat, in role-playing games, is a piece of data which represents a particular aspect of a fictional character. ...
Most games have a single character creation process, but some have a detailed method for player characters and a simpler version that can be used for non-player characters. A player character or playable character (PC) is a fictional character in a game who is controlled or controllable by the player. ...
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The process of creating a character varies greatly from game to game. Usually, the first step is defining to what extent the character possesses the natural (or non-learned) abilities common to all characters. The corresponding statistics are most often called attributes, ability scores or primary characteristics. Examples are strength, intelligence, charisma, or luck. In most games, all characters have the same 4–10 such attributes, and these are almost always assigned a numeric rank. An Attribute (also called a statistic, characteristic or ability) is an abstract number (or, in some cases, a set of dice) which represents a single aspect of a fictional character in a role-playing game. ...
Generating attribute scores A character’s initial attribute scores are usually either generated randomly or determined by distributing character points, and some systems use a combination of both possibilities. Some game systems allow attribute scores to be increased later in the game in a way similar to skills (but much less frequently), usually by some sort of point distribution system. An Attribute (also called a statistic, characteristic or ability) is an abstract number (or, in some cases, a set of dice) which represents a single aspect of a fictional character in a role-playing game. ...
In role-playing games a skill represents a characters expertise in a certain area. ...
Random Generation In a random generation system, players have very little control over their attribute scores. In most such systems, the player rolls a few dice to determine each statistic. For example, in Dungeons & Dragons 3rd Edition the player rolls 4D6 and adds the highest three numbers to generate an ability score from 3 to 18. In some systems (like Basic D&D and Marvel Super Heroes), the player rolls once for each score and must use whatever result occurred on the dice for that attribute. Other systems allow the player to first generate a number of values and then assign each attribute one of them. Random redirects here. ...
Two standard six-sided pipped dice with rounded corners. ...
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A brass dice set. ...
Marvel Super-Heroes is a term generally referring to superheroes owned and published by Marvel Comics (see list of Marvel Comics characters). ...
Usually, a random generation system allows the full range of values to be generated for each ability score, leading to a great variety between newly generated characters. Thus, it is possible for a character to start the game with maximum ability scores. On the other hand, rolling low scores can be very frustrating for some players. Such a system is generally less concerned with game balance than with ease of use. In the ever-popular world of console, PC, and traditional games of all sorts, game balance is a very important factor. ...
I love the Ease of getting into your mothers pants. ...
Point Distribution Other game systems, like GURPS or the World of Darkness series, give the players much more control over the character creation process, allowing them to distribute a certain number of character points among the attribute scores. Higher scores often cost more points per level than lower ones, and costs may vary between attributes. Usually, there is an upper and lower limit for each attribute score. Additional constraints may apply, depending on the game system. For example, Castle Falkenstein provides a pre-defined set of scores that must be distributed among the statistics. (Additional higher scores can be bought by balancing them with a number of low scores. Still, this is more restricted than a free distribution of character points.) The Generic Universal Role-Playing System, commonly known as GURPS is a form of a role-playing game (RPG) designed to adapt to any imaginary gaming environment. ...
The World of Darkness (or WoD) is the name given to two distinct fictional universes developed by White Wolf Game Studio. ...
Character points are abstract units used in some role-playing games during character generation. ...
Castle Falkenstein was an innovative steampunk-themed fantasy role-playing game designed by Mike Pondsmith and originally published by R. Talsorian Games. ...
Point distribution tends to make characters highly customizable: If a player wants a strong but clumsy character, then he only needs to devote more points to strength than agility. In addition, characters designed this way are usually more balanced than randomly created ones. On the other hand, this method is almost always more complicated and time consuming than random generation. In the ever-popular world of console, PC, and traditional games of all sorts, game balance is a very important factor. ...
Mixed 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. Often, such adjustments are made at a penalty, applying a two-for-one cost, for instance.
Nature of Ability Scores The nature of ability scores also fall into one of two other categories: static and dynamic.
Static Abilities In a static system, the character's ability scores rarely change. The earlier editions of Dungeons and Dragons are examples of static systems. So if a character is smart but clumsy at first level, he will probably be smart but clumsy at 20th level. In some static systems it is possible for the character to obtain items that raise abilities, but for the most part the character is stuck with his scores for life. Some game masters and players like static systems because they make players work with what they have and understand their limitations. However, a static system doesn't allow much room to reflect a character's growth through time.
Dynamic Abilities Unlike a static system, a dynamic system allows the character's ability scores to improve over time. Some players view this as realistic because people can and do change through their lives. Dungeons and Dragons went from being static to dynamic with the release of its third edition (every few levels a character can improve one ability score by 1 point). Other games, like White Wolf's World of Darkness, are dynamic in that they allow the player to improve his character's ability scores whenever he wants by spending experience points. 05:26, 14 January 2007 (UTC)203.84.189.98== Class based vs. Skill Based == In addition to natural abilities, characters can also gain a number of learned abilities, which are commonly referred to as skills. What types of skills the characters can learn and how easily those skills can be learned usually depends on if the character creation system is class based or skill based.
Class based Systems In some games, it assumed the character spends his pre-adventuring years training for a certain profession (such as a wizard, warrior, priest, or spaceship pilot). The skills the character learns during this time form his class. For instance, a thief will probably learn how to move quietly, pick locks, disarm traps, and climb walls. Class based systems are good for inexperienced role players as they won't be overwhelmed with having to select skills and abilities. Most of those are predetermined, leaving the player to select a few extra skills and weapon proficiencies. The thing some people don't like about class based systems is they tend to be too limiting. Thus, a simple fighter will probably have excellent combat abilities and little else.
Skill based Systems The opposite of a class based system is a skill based system. In the skill system, there are no classes. The player has a certain number of points to spend on his character's skills and abilities. How these points are spent will usually determine if the character will refer to himself as a warrior, a thief, or a scholar. Flexibility and freedom are the main perks of a skill based system. If a player wants to be a fighter/mage/thief/cleric he can--as long as he spends his skill points in the right way. The downside to most skill based systems is that characters do not necessarily have to be specialized to fill a specific role in the party. If everyone in the party can swing a sword, pick a lock, and use magic then it takes away the uniqueness of each character. Skill systems often use "templates" which function as a loose analogue of a character class, to show what a "typical" character of a given profession looks like, and to give character creation some direction. Some skill systems (such as Cyberpunk 2020) use a hybrid skill-class system, in which each of the primary roles (classes) in the game has one skill that is absolutely unique to it and defines that role, but otherwise create and advance using a skill-point system rather than a class-and-level system. Cyberpunk 2020 is a cyberpunk role-playing game written by Mike Pondsmith and published by R. Talsorian Games. ...
Health/Hit Points Character creation systems also incorporate some way to determine how much damage a character can take before dying (the character's hit points, or HP). In classed based systems, hit points are usually determined by the character's profession. Characters with more martial professions tend to have higher hit points while scholars tend to be lower. In Dungeons and Dragons, for example, fighters roll their HP on a D10 while wizards roll on the D4. Other systems base the character's hit points on attributes. In TSR's now out of print Marvel Superheroes RPG, health was determined by adding the character's four physical attributes (Fighting, Agility, Strength, and Endurance) together to generate a number between 8 and 2000, with 80-160 health being average for most player characters. |