History Main / StatisticallySpeaking

21st Apr '18 7:30:25 PM somestrangecircus
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[[folder: Game Shows ]]

* At the end of each round in ''Series/TheWeakestLink'', the announcer will tell the audience which players were statistically the strongest and weakest links of the round, respectively, while the whole team is deciding who to vote off. Although the announcer has a habit of dramatically wondering whether the statistics will affect anyone's vote, the players themselves aren't given the information; their votes are purely based off their own observations of their teammates during the game. The strongest link in each round is given the power to break ties in voting and gets the first question of the next round, and Anne will occasionally bring up whoever the weakest link of the round was in order to mock them, but the titles don't otherwise have any affect on the game itself.

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7th Mar '18 11:48:35 AM DastardlyDemolition
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** The dumbness is downplayed in ''VideoGame/{{Fallout New Vegas}}'' where the Courier is not nearly dumb enough to be counted as brain damage... expect when talking to very smart characters (which makes it seem to just be an act).
6th Feb '17 2:03:37 AM Morgenthaler
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26th Nov '16 3:09:18 PM nombretomado
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* Averted in ''VideoGame/ChampionsOnline''. The amount of strength your character has DOES determine how physically strong you are. A character with minimal strength can barely lift a bench or a mailbox, where as a character that has 300 or more strength could easily pick up and toss cars, tanks, or pretty much anything not nailed to the ground. {{Champions}} uses a logarithmic scale for strength; a Strength of 300 is actually enough to lift, oh, a smallish mountain range. If the online game really lets you do that, that's impressive.

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* Averted in ''VideoGame/ChampionsOnline''. The amount of strength your character has DOES determine how physically strong you are. A character with minimal strength can barely lift a bench or a mailbox, where as a character that has 300 or more strength could easily pick up and toss cars, tanks, or pretty much anything not nailed to the ground. {{Champions}} ''TabletopGame/{{Champions}}'' uses a logarithmic scale for strength; a Strength of 300 is actually enough to lift, oh, a smallish mountain range. If the online game really lets you do that, that's impressive.
26th Jun '16 10:37:57 AM nombretomado
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* Black Isle took this approach when making ''[[BaldursGate Baldur's Gate]]'', which many considered the first computer game to truly capture the "spirit" of D&D. Bioware and Obsidian (mostly Obsidian, Bioware tends to use the options as pure flavor or as an alternative that gives the same results) continue this tradition today, as seen below.

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* Black Isle took this approach when making ''[[BaldursGate Baldur's Gate]]'', ''VideoGame/BaldursGate'', which many considered the first computer game to truly capture the "spirit" of D&D. Bioware and Obsidian (mostly Obsidian, Bioware tends to use the options as pure flavor or as an alternative that gives the same results) continue this tradition today, as seen below.
21st May '16 9:48:10 PM hamza678
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3rd Apr '16 3:26:21 AM Adept
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* ''AnimaBeyondFantasy'' features a couple interesting takes on the concept.

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* ''AnimaBeyondFantasy'' ''TabletopGame/AnimaBeyondFantasy'' features a couple interesting takes on the concept.
24th Dec '15 11:52:24 AM NoSpoilerz
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** 4th edition makes attributes linear in effect, meaning that someone with 18 strength is no longer four times stronger than someone with 10 strength, but rather "+4" stronger on d20 rolls (and thus, 20 percentage points more likely to succeed at a task). This resolves a lot of the issues with trying to represent characters with very high stats, making characters with very high stats much more human.

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** 4th edition and on makes attributes linear in effect, meaning that someone with 18 strength is no longer four times stronger than someone with 10 strength, but rather "+4" stronger on d20 rolls (and thus, 20 percentage points more likely to succeed at a task). This resolves a lot of the issues with trying to represent characters with very high stats, making characters with very high stats much more human.
24th Dec '15 7:42:15 AM Soldancer
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* ''AnimaBeyondFantasy'' features a couple interesting takes on the concept.
** It has an open-ended dice roll system, meaning it's possible, [[TitleDrop statistically speaking]], to succeed on any roll no matter how badly the odds are stacked against you. Unfortunately, this could lead to a lucky roll allowing a first level PC to do something like punch through reinforced steel. To keep things (somewhat) more reasonable, allowing a roll to exceed the threshold for what a real-life human could possibly accomplish requires additional abilities. A character must have the Inhumanity trait, or its even-crazier upgrade Zen, which allow things that defy logic and physics in all sorts of [[RuleOfCool awesome]] [[RuleOfFun ways]].
** Similarly, when it comes to base stats, characters cannot exceed the maximum score of 10 in any physical stat without Inhumanity or Zen. Interestingly, the game gives a little wiggle room for mental and spiritual stats, with the explanation that it's a lot harder to quantify the maximum mental ability of a human.
24th Dec '15 7:13:28 AM Soldancer
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A particularly counterintuitive bit of GameplayAndStorySegregation, it includes everything from strength (though it does explain carrying [[ImprobableWeaponUser improbable weapons]]), speed/dexterity (No SuperSpeed for ''you''), intelligence (can't have the mage see through the EvilPlan, can we?) and HP (You literally have the HP to survive a flamethrower in the face, but can't even get near measly CutScene flames without intense pain).

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A particularly counterintuitive bit of GameplayAndStorySegregation, it includes everything from strength (though it does explain carrying [[ImprobableWeaponUser improbable weapons]]), speed/dexterity (No SuperSpeed for ''you''), intelligence (can't have the mage see through the EvilPlan, can we?) and HP (You literally have the HP to survive a flamethrower in the face, but can't even get near measly CutScene flames [[CutsceneIncompetence without intense pain).
pain]]).
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