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Character creation (often Character generation or chargen) is the process of assigning statistics (e.g., attributes, skills or traits) to a fictional character in a role-playing game. It is usually the first step of preparation for a game that is taken by the players (as opposed to the gamemaster).

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.

The process of creating a character varies greatly from game to game. Usually, the first step is defining the character’s natural (or non-learned) abilities, most often called attributes, ability scores or primary characteristics. Examples are strength, intelligence, charisma, or luck. In most games, characters have 4–10 such attributes, and these are almost always assigned a numeric rank.

Generating ability scores


Each game needs to have a method to determine ability scores. The two most common methods to determine abilities are random generation and point distribution.

Random Generation

In a random generation system, players have very little control over their ability scores-it is all the luck of the dice. Dungeons and Dragons is a good example of a game system that uses random generation for statistics. The way most random generation systems work is the player rolls a few dice to determine each statistic. For example, in D&D 3E the player rolls 4D6, drops the lowest number, then adds the remaining three numbers to generate a score between 3 and 18. In some systems like Basic D&D and Marvel Superheroes, the player rolls abilities in a certain order (strength first, agility second, etc.). A trait (not necessarily a bad one, though) of a random generation system is it is possible to start the game with maximum ability scores. On the other hand, rolling low scores can be very frustrating for some players.

Point Distribution

Some games, like White Wolf's World of Darkness series, use another method to generate ability scores called point distribution. This method gives the player a certain number of points which are used to improve the character's statistics. Unlike the random generation method, the player has complete control over the character's scores. So if he wants a strong but clumsy character, then the player needs to simply devote more points to strength than agility. Point distribution systems often (though not always) include options for purchasing 'flaws' or liabilities, to gain additional points to spend elsewhere.

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. It 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.

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.

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.

Role-playing game terms

 

This article is licensed under the GNU Free Documentation License. It uses material from the "Character creation".

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