Difference between revisions of "Attribute"
Line 1: | Line 1: | ||
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. | |||
===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 [[potion|potions]] or [[spell|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 | *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. | |||
{{stub}} | {{stub}} | ||
[[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.
- This page is a stub. Please help RogueBasin by expanding it. Click here to edit this page.