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Character creation

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768:, 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 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. 250: 175: 907: 813: 280: 73: 32: 485: 898:(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 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). 666:
and either using 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
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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 the player as
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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 a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system.
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edition combines two methods. Some of them (1b) are predetermined (1a, 2) by the character's race and randomly chosen profession. The player then selects a randomly determined number of additional skills (1b) and rolls dice (1a) to determine starting values for them
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prior to character creation. In an extreme case, characters are completely created by the author of a scenario, but even then, players usually may choose their character from the selection provided. This technique is often used to save time for short games run on
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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.
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are 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).
931:. Templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role. For instance, a thief should know how to move quietly, pick locks, disarm traps, and climb walls. 823:
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 a few attributes with an assigned value each, but a large number of customizable
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Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession. In
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The process of creating a character requires making decisions about the character's attributes and skills. Each game includes its own procedures for making these decisions.
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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
886:, 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 1064: 736: 686:
role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table.
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edition, the player rolls once (1a) for each attribute (1b) and must use whatever result occurred on the dice for that statistic (2).
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Other games use templates as a mandatory tool to provide direction and limitations to character creation and development. This
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and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the
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allows the player to first randomly generate a number of values (1a) and then assign (2) each attribute one of them (1b).
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The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of
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This article is about customizable game characters. For the process of designing fictional characters, see
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Pearce, Celia (2016). "Chapter 22: Role-play, Improvisation and Emergent Authorship".
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Determining numerical values comprises several steps that are not always distinct:
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Examples for systems that use point distribution to determine statistics are the
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much control over the character creation process as possible. (Examples are
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The decision may be predetermined by the rules. This may be according to a
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To speed up and simplify the character creation process, many games use
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one or more predetermined statistics to a specific choice for another.
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Cover, Jennifer Grouling (2010). "Chapter 6: Immersion in the TRPG".
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The Oxford Handbook of Critical Improvisation Studies, Volume 2
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in a role-playing game. The result of character creation is a
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The Creation of Narrative in Tabletop Role-Playing Games
1138:"How Modern Games Still Draw From Their Tabletop DNA" 1209:(Steve Jackson Games, 2004). Available online from 964:games and has been adopted by many others, such as 97:. Unsourced material may be challenged and removed. 807: 1306: 828:. Here are some examples of different methods: 771: 506: 786:Adjust scores by trading statistics' levels. 923:. These are sample characters representing 60:Learn how and when to remove these messages 1063:: CS1 maint: location missing publisher ( 513: 499: 278: 1216:Steve Jackson, Sean Punch, David Pulver. 1135: 237:Learn how and when to remove this message 219:Learn how and when to remove this message 157:Learn how and when to remove this message 1000:. Jefferson, North Carolina: McFarland. 905: 901: 811: 595: 248: 182:This article includes a list of general 1077: 832:To determine attribute values in Basic 818:S.C.O.U.R.G.E.: Heroes of Lesser Renown 743: 740:method for determining ability scores. 1307: 1028: 730:with its unusual auction system. Some 1158: 1136:Ryan, Jon; DiLeo, Adam (2019-07-27). 993: 989: 987: 168: 95:adding citations to reliable sources 66: 25: 16:Process of defining a game character 1269:Palladium Fantasy Role-playing Game 872: 783:Assign the values to the statistics 614: 484: 13: 1211:http://www.sjgames.com/gurps/lite/ 689: 188:it lacks sufficient corresponding 14: 1326: 1292: 984: 670:For example, in some editions of 41:This article has multiple issues. 654: 642:The decision may be made by the 556:in terms of the specific game's 483: 173: 71: 30: 1282:, Book 1, Characters and Combat 1256:The Palladium Role-playing Game 734:editions also have an optional 727:Amber Diceless Roleplaying Game 622: 536:) is the process of defining a 82:needs additional citations for 49:or discuss these issues on the 1267:(The second edition is called 1129: 1104: 1078:Diamond, Amelia (2022-05-21). 1071: 1022: 859:For determining skill values, 808:Obtaining and assigning values 1: 1315:Role-playing game terminology 1223:(Steve Jackson Games, 2004). 977: 816:Character creation screen in 592:) in preparation for a game. 1170:(R. Talsorian Games, 1994). 772:Determining numerical values 662:choices are made by rolling 7: 760:RPGs or some cRPGs such as 748:As used for example in the 708:(including its predecessor 10: 1331: 1299:Building Better Characters 954:concept was introduced by 910:Class selection screen in 754:Empire of the Petal Throne 18: 1259:(Palladium Books, 1983). 1250:(FASA CORPORATION, 1989). 1240:Bob Charette, Paul Hume, 1164:Michael Alyn Pondsmith. 956:Dungeons & Dragons. 542:direct characterization 203:more precise citations. 1189:Dungeons & Dragons 958:It is now used in all 916: 884:Dungeons & Dragons 834:Dungeons & Dragons 820: 732:Dungeons & Dragons 673:Dungeons & Dragons 544:that is recorded on a 260: 909: 902:Templates and classes 815: 601:Character advancement 596:Character advancement 252: 894:edition, nearly all 744:Narrative generation 572:("background"), and 530:character generation 423:Non-player character 106:"Character creation" 91:improve this article 1235:Marvel Super Heroes 921:character templates 839:Marvel Super Heroes 562:physical appearance 266:Part of a series on 1167:Castle Falkenstein 1159:Additional sources 1084:The New York Times 917: 821: 796:Castle Falkenstein 649:gaming conventions 526:Character creation 331:Character creation 272:Role-playing games 261: 1286:Book 2, Starships 1273:Megaversal system 1253:Kevin Siembieda. 1042:978-0-19-537093-5 1007:978-0-7864-5617-8 971:Megaversal system 893: 866: 849: 762:Mount & Blade 721:World of Darkness 676:the player rolls 667:over the scores. 607:or gaining a new 605:experience points 523: 522: 444:Campaign settings 247: 246: 239: 229: 228: 221: 167: 166: 159: 141: 64: 1322: 1301:column on RPGnet 1152: 1151: 1149: 1148: 1133: 1127: 1126: 1124: 1123: 1108: 1102: 1101: 1099: 1098: 1075: 1069: 1068: 1062: 1054: 1026: 1020: 1019: 991: 891: 873:Adjusting scores 864: 847: 724:series, and the 696:character points 615:Making decisions 609:experience level 538:player character 534:character design 515: 508: 501: 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