Difference between revisions of "Attribute"

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An attribute is...
An ''attribute'' is a measurable property of a given [[character]]. Generally attributes define how developed a character is in regards to different aspects of the game. Sometimes attributes will remain the same throughout the duration of the game, while other times, as a character progresses, these might be altered by the game. Character [[class|classes]] might also play a role in determining default attributes for a character. Below is an list of some common attributes used:


*Strength: A measure of physical force that can be exerted upon other things, or the ability of a character to perform some physical action.
*Dexterity: A measure of physical control, accuracy, or precision in relation to certain actions.
*Agility: A measure of speed or the deftness of movement.
*Vitality: Also "constitution" or "vigor". A measure of health or the ability to resist physical ailments like [[poison]] or illness.
*Toughness: Also "stamina" or "fortitude". A measure of the ability to resist fatigue and strain resulting from activity, combat, or otherwise. Sometimes interchangeable with "vitality".
*Wisdom: A measure of mental aptitude, which might affect the strength or efficiency of [[magic]], and the ability to detect things or have some sort of increased foresight.
*Luck: A measure of how favorable the odds are against the character, for things such as treasure drops or damage rolls.


A list of attributes is given below. The definition given is not specific to any game or gaming system.
===Non-static attributes===


Static:
Some attributes are constantly changing, depending on the situations in the game:
*Strength: Greatness of the physical force that can be exerted upon other things.
*Dexterity: Physical control, grace.
*Agility: Speed and deftness of movement.
*Vitality
*Toughness, Stamina, Fortitude: Resistance to fatigue and strain (resulting from activity, combat, or otherwise)
*Wisdom
*Luck


Non-Static:
*Health: Also "[[hit points]]". A measure of how much damage a character can sustain. Death almost always occurs after health falls to a certain point. Health can usually be regained by using [[potion|potions]] or [[spell|spells]], or through [[regeneration]].
*Health
*[[Mana]]: A measure of the character's ability to perform magic or other skills. Mana can usually be recovered by using potions or regeneration, similar to health.
*Mana
*[[Hunger]]: A measure of how "hungry" a character is. Usually this describes how inept a character is to perform a given action, or might cause death once reaching a critical point. [[Food]] will decrease the amount of hunger a character has, but the availability of it may or may not be scarce.
*Fatigue
*Fatigue: A measure of how physically and mentally able a character is, and how the character is affected in-game.


Advancement:
===Advancement attributes===
*Experience
 
*Level
Attributes that continually increase (or increment in one direction), have their own classification. They may reset after reaching a certain point, but generally these will accumulate, reflecting the progress the character has made.
 
*Experience: A measure of how much a character has developed, usually over the course of a game. This might be increased by defeating enemies, collecting items, completing quests, or simply progressing through the game. Many experience systems award an increase in character level after a certain mark has been reached.
*Level: An extension of the experience attribute. Typically, once enough experience has been gathered, a character may advance to a higher level, where more spells, abilities, locations, et cetera, may now be accessible.


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[[Category:Concepts]]
[[Category:Concepts]]

Revision as of 04:39, 15 December 2009

An attribute is a measurable property of a given character. Generally attributes define how developed a character is in regards to different aspects of the game. Sometimes attributes will remain the same throughout the duration of the game, while other times, as a character progresses, these might be altered by the game. Character classes might also play a role in determining default attributes for a character. Below is an list of some common attributes used:

  • Strength: A measure of physical force that can be exerted upon other things, or the ability of a character to perform some physical action.
  • Dexterity: A measure of physical control, accuracy, or precision in relation to certain actions.
  • Agility: A measure of speed or the deftness of movement.
  • Vitality: Also "constitution" or "vigor". A measure of health or the ability to resist physical ailments like poison or illness.
  • Toughness: Also "stamina" or "fortitude". A measure of the ability to resist fatigue and strain resulting from activity, combat, or otherwise. Sometimes interchangeable with "vitality".
  • Wisdom: A measure of mental aptitude, which might affect the strength or efficiency of magic, and the ability to detect things or have some sort of increased foresight.
  • Luck: A measure of how favorable the odds are against the character, for things such as treasure drops or damage rolls.

Non-static attributes

Some attributes are constantly changing, depending on the situations in the game:

  • Health: Also "hit points". A measure of how much damage a character can sustain. Death almost always occurs after health falls to a certain point. Health can usually be regained by using potions or spells, or through regeneration.
  • Mana: A measure of the character's ability to perform magic or other skills. Mana can usually be recovered by using potions or regeneration, similar to health.
  • Hunger: A measure of how "hungry" a character is. Usually this describes how inept a character is to perform a given action, or might cause death once reaching a critical point. Food will decrease the amount of hunger a character has, but the availability of it may or may not be scarce.
  • Fatigue: A measure of how physically and mentally able a character is, and how the character is affected in-game.

Advancement attributes

Attributes that continually increase (or increment in one direction), have their own classification. They may reset after reaching a certain point, but generally these will accumulate, reflecting the progress the character has made.

  • Experience: A measure of how much a character has developed, usually over the course of a game. This might be increased by defeating enemies, collecting items, completing quests, or simply progressing through the game. Many experience systems award an increase in character level after a certain mark has been reached.
  • Level: An extension of the experience attribute. Typically, once enough experience has been gathered, a character may advance to a higher level, where more spells, abilities, locations, et cetera, may now be accessible.