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* ''WebOriginal/DestinyCycle'': [[HalfHumanHybrid Spiritbloods]] are born with certain advantages over purely human cultivators: natural [[FunctionalMagic Arts]], the ability to digest raw beast cores and an [[UninhibitedMusclePower uncapped]], [[CharlesAtlasSuperpower boosted]] [[TheSixStats physical attribute]]. %% [[KiManipulation Qi]] exists as a universal natural force permeating every facet of the world and is most commonly and easily seen as various types of elemental energy.

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* ''WebOriginal/DestinyCycle'': ''Roleplay/DestinyCycle'': [[HalfHumanHybrid Spiritbloods]] are born with certain advantages over purely human cultivators: natural [[FunctionalMagic Arts]], the ability to digest raw beast cores and an [[UninhibitedMusclePower uncapped]], [[CharlesAtlasSuperpower boosted]] [[TheSixStats physical attribute]]. %% [[KiManipulation Qi]] exists as a universal natural force permeating every facet of the world and is most commonly and easily seen as various types of elemental energy.

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* ''VideoGame/TheOuterWorlds'': Also divided into [[ThreeStatSystem three categories]] of two stats each: Body, Mind, and Personality. Strength, Dexterity, Intelligence, and Charm (Charisma) are present and function mostly as usual, with a few slight differences. Wisdom and Constitution, however, are split into Perception and Temperament, which are not one-to-one equivalents. All stats are designed to have some combat utility, however, while all skills draw upon multiple stats, and all stats and skills can unlock dialogue options, not just skills in the Speech category. Stats at character creation begin at 0 (Average) and can range from -1 (Below Average) to +3 (Very High). In-game effects can bring this as low or high as -2 and +4 respectively. Below Average or lower stats also come with an inherent penalty.
** Strength increases melee damage and carry weight. At Below Average, movement in [[BulletTime Tactical Time Dilation mode]] drains your meter twice as quickly.
** Dexterity affects melee attack speed and ranged weapon reload time. At Below Average, all [[BreakableWeapons weapon durability damage]] is increased by 30%.
** Intelligence can increase your bonus to critical hits, but at Below Average, all critical damage is reduced by -20%. In addition, Dumb Mode dialogue is unlocked, and sometimes mandatory -- often a curse, but occasionally a blessing.
** Perception covers a character's ability to read both environmental and interpersonal cues in much the same way as wisdom, but also all accuracy effects (other than CriticalHit effects, which fall under Intelligence) such as sway on ranged weapons and [[AttackItsWeakPoint weakspot]] damage. At Below Average, hitting headshots and weakspots does no additional damage.
** Charm has a significant effect on reputation gain/loss with factions, as well as how often your companions can use their special abilities, and through the Inspiration skill, the amount of damage they deal. At Below Average, positive reputation gains are penalized even further, to -35% in total.
** Temperament covers the willpower portion of Wisdom, your ability to remain calm under pressure, and while no stat governs a character's hit points in the way Constitution does, Temperament comes the closest by upping your RegeneratingHealth. Temperament is also the main stat for Determination, the Leadership skill which increases your companions' health, unlocking the ability to heal and revive them during combat. At Below Average, your health does not regenerate without the use of items or by sleeping.
* ''VideoGame/TheInquisitionLegacy'' (zero-context example)
* ''VideoGame/TheDungeonOfDoom'' (zero-context example)
* ''VideoGame/SunlessSea'':
** There are five stats a player can choose to improve on as they continue their travels the Neath: Iron (fighting prowess, which gives you better damage output in combat and governs how well your captain can handle physical situations in storylets); Mirrors (perception, which enables you to fire your weapons faster in combat and governs how alert your captain is and their ability to pay attention to detail in storylets); Veils (deception, which makes it harder for enemies to detect you out on the Unterzee and governs how good at stealth and telling convicing lies your captain is in storylets); Pages (Knowledge, which allows you to convert Fragments into Secrets faster and governs how good your captain is at overcoming intellectual challenges and puzzles in storylets); and Hearts (Willpower, which governs your captain's ability to overcome tests of their courage and take charge and inspire others in storylets).
** There are five (Iron is Strength, Mirrors is Wisdom, Pages is Intelligence, Hearts is Charisma, and Veils is Dexterity), with "hull", "crew" and "wounds" functioning as a variety of HP meters.
** The Terror and Hunger stats track the crew's mood. An unhappy crew is at greater risk of going mad, killing each other, mutinying, leaping overboard, destroying precious resources/parts of the ship, or resorting to cannibalism. Your captain will also suffer fits of paranoia, uncontrollable screaming, irrational rage, hallucinations, and so on.
%% ** MultipleChoicePast: You decide your captain's background, social title, and ambition at the beginning of each game. These influence a number of things throughout the captain's time - which of your stats is initially higher, your starting officer, victory conditions, and a handful of other story directions. You can, however, opt to [[MysteriousPast defer these decisions until a later point in the game.]]
%% ** LevelDrain: Some encounters and adventures across the Zee can deduce points from your statistics scores.
%% ** FlingALightIntoTheFuture: A valid gameplay strategy. After establishing a will (and maintaining it with each heir) it's possible to transmit a limited amount of wealth, equipment, and stats to the next captain. You could potentially devote one captain's entire life to buffing the heir.
** Your ship's stats are all named for Fallen London's mysterious rulers, the Masters of the Bazaar - Iron for attacks, Mirrors for observation and illumination, Veils for speed and concealment, Hearts for healing and morale, Pages for knowledge and diplomacy.
** Your Hull score is essentially a hit point meter; in combat it's usually what soaks up attacks, and when it hits 0 your ship sinks.
** Crew, which functions as currency in some places as well as an overall health meter for land encounters. If your Crew reaches zero, it's game over. [[GameplayAndStorySegregation However, even with just 1 Crew remaining, you can still talk to all of your officers. That doesn't change the fact that one more death renders your ship a lifeless derelict.]]
** Wounds for your captain, and your captain alone. Three will kill you, and unlike Crew your Wound tolerance can never go higher. Thankfully the game will assume your Captain hides behind your expendable grunts in most on-foot engagements.
* ''VideoGame/SentinelWorldsIFutureMagic'': Has only Five Stats; Strength, Stamina (instead of Constitution), Dexterity, Comprehend (instead of Intelligence), and Charisma. You can improve all of them by spending cash at the training center.
* ''VideoGame/PlanescapeTorment'':
** While highly physical [[DumpStat "action runs"]] are possible, it is generally not considered to be the ideal way of playing the game. As a result, any of the three physical stats, namely Strength, Dexterity and Constitution, are likely to be neglected due to their marginal utility in dialogue. The exact dump stat varies depending on the player's preferred character class, but Strength and Dexterity are, respectively, generally only of interest to Fighters and Thieves (and uninteresting to Mages), while Constitution is usually kept either at the lowest level where regeneration can occur, or at the lowest level where the game's handful of Constitution checks can be passed.
** Physical stats often have uses in dialogue as well, instead of just contributing to combat, although not to the same degree as mental stats.
* ''VideoGame/OgreBattle64'': Strength, Vitality, Intelligence, Mentality, Agility, Dexterity.
%% JobSystem: As long as a character fulfills the statistical and alignment requirements, they can change classes between missions or while not deployed. Though a couple classes also require specific equipment.
%% LuckStat: Affects dodge and critical hits... probably. For females, also affects the chances of becoming an Angel Knight upon death, though even with high luck [[ScrappyMechanic you'll still probably just get a zombie.]]
%% Most classes have an advancement that gives them better statistical upgrades during level ups, access to more gear, and more frequent or different attacks. Subverted, though, in that a character can change to any class whose prerequisite they match, even if it is not the improved version of their current class.

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* ''VideoGame/WestOfLoathing'': Weirdly named. It shares ''VideoGame/KingdomOfLoathing's'' ThreeStatSystem of Muscle (melee damage) Mysticality (spell damage) and Moxie (ranged damage), and adds Grit, Gumption, and Glamour. If you're used to KOL, the original stats don't work quite the same way as before, with many of their functions moved to the three new stats. (Muscle, for example, also gave a buff to Max HP in KOL, but Grit does that in WOL).
* ''VideoGame/UnlimitedAdventures'': Uses the classic six stats of ''TabletopGame/DungeonsAndDragons''.
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* ''Website/TheFantasyNovelistsExam'': Have you done up [[TheSixStats game statistics]] for all of your main characters in your favorite RPG?
* ''VideoGame/{{Zorbus}}'': This game uses a total of four stats, called Body (combination of Strength and Constitution), Motion (Dexterity), Mind (Intelligence), and Spirit (combination of Wisdom and Charisma).
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This Sandbox is for crosswicking purposes since this trope is in the Administrivia/TropesNeedingExamples page. Added exactly as they were found in the pages that linked to TheSixStats in order to have the full context for editing.

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* ''WebOriginal/DestinyCycle'': [[HalfHumanHybrid Spiritbloods]] are born with certain advantages over purely human cultivators: natural [[FunctionalMagic Arts]], the ability to digest raw beast cores and an [[UninhibitedMusclePower uncapped]], [[CharlesAtlasSuperpower boosted]] [[TheSixStats physical attribute]]. %% [[KiManipulation Qi]] exists as a universal natural force permeating every facet of the world and is most commonly and easily seen as various types of elemental energy.
* ''VideoGame/PillarsOfEternity'':
** [[TheSixStats Six analogous but differently named primary stats]]. ''Pillars'' does its best to make stats more streamlined and generically useful, however, with tweaks like Might setting all damage (not just melee), making it useful for ranged characters and spellcasters.
** Strength, Constitution, Dexterity, Perception, Intellect, and Resolve.
** SkillScoresAndPerks: The game features Skills, Abilities, and Talents. Each character earns six Skill points each level, and every new skill level costs one point more than the last; however, different classes and backgrounds give free levels in certain skills at character creation. Apart from improving basic in-game actions, Skills are used alongside [[TheSixStats Attributes]] in dialogue and scripted interactions. Abilities are class-specific perks that can be taken at every odd CharacterLevel, while Talents are (mostly) class-independent perks earned at every even one. Abilities and Talents can be passive boosts, active abilities, or modal effects. Talents are further subdivided in Class (class-specific bonuses), Offensive (improve attacks), Defensive (improve combat defenses), and Utility (everything else). Some Talents can only be acquired as [[NonstandardSkillLearning rewards for completing certain side quests]].
** MultiplePersuasionModes: The game lacks dedicated persuasion skills, so some dialogue branches instead require certain attribute values to unlock--most commonly Resolve (which, being a mix of [[TheSixStats classic Wisdom and Charisma]], mainly opens the Charm options), but also Intellect (Convince options), Perception (noticing lies), and sometimes even Might (Intimidate options). Additionally, towards the end of Act II, it becomes possible to draw upon [[KarmaMeter your established reputation]] in some dialogues: [=NPCs=] are, for instance, much more inclined to believe you if you have the Honest or Benevolent reputations (which are also leveled, so you may not be honest or benevolent ''enough'' to pass a reputation check).

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