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* ''VideoGame/KingdomOfLoathing'' has Muscle, Mysticality, and Moxie.
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* ''Videogame/TitanQuest'' uses strength, dexterity and intelligence, with strength affecting melee damage and being prerequisite to using the best melee weapons and heavy armor, dexterity affecting attack accuracy, defence and being prerequisite for light armor and piercing weapons (mainly bows and spears, plus some swords), and intelligence affecting elemental damage and mana regeneration, and being prerequisite for wielding magic staves and cloth armor (which grants bonuses making it most suited to mage characters).
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* The ''Franchise/{{Ultima}}'' series put an unusual spin on this trope from [[VideoGame/UltimaIV part four]] onwards: not only are the core character stats the classic Strength, Dexterity, and Intelligence, but their initial values and the [[PlayerCharacter Avatar]]'s class are tied to the biggest {{Virtue|ViceCodification}} they express. All Eight Virtues are [[http://ultima.wikia.com/wiki/The_Eight_Virtues based on combinations]] of the Three Principles (Courage, Love, and Truth)--itself a Three-Stat System--and each is mapped to a class that predominantly expresses it. The series also put an interesting spin on the formula by adding the eighth class archetype to the mix: the Shepherds have [[MasterOfNone low scores in all three stats]] because they represent the [[HumbleHero Virtue of Humility]].

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* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series put an unusual spin on this trope from [[VideoGame/UltimaIV part four]] onwards: not only are the core character stats the classic Strength, Dexterity, and Intelligence, but their initial values and the [[PlayerCharacter Avatar]]'s class are tied to the biggest {{Virtue|ViceCodification}} they express. All Eight Virtues are [[http://ultima.wikia.com/wiki/The_Eight_Virtues based on combinations]] of the Three Principles (Courage, Love, and Truth)--itself a Three-Stat System--and each is mapped to a class that predominantly expresses it. The series also put an interesting spin on the formula by adding the eighth class archetype to the mix: the Shepherds have [[MasterOfNone low scores in all three stats]] because they represent the [[HumbleHero Virtue of Humility]].
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* ''TabletopGame/BladesInTheDark'' has Insight, Prowess, and Resolve, roughly corresponding to intellectual, physical, and social capacities of a PlayerCharacter. In an interesting twist, these basic stats are never used for active Actions (instead, their subordinate Action ratings are taken), but only for reaction rolls to resist negative effects.
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Per TRS, The Hunter has been renamed to Hunter Of Monsters. Misuse and zero context examples will be cut or moved to subtropes.


* ''VideoGame/DiabloIII'' is not the straightest example, since it uses the [[FighterMageThief Strength/Dexterity/Intelligence]] variation ''plus'' Vitality that governs max HitPoints and regeneration and is of equal importance to all. Still, Strength governs damage output for the [[BarbarianHero Barbarian]] and the [[ThePaladin Crusader]] and grants damage reduction; Dexterity governs the damage output of the [[TheHunter Demon Hunter]] and the [[BareFistedMonk Monk]] and gives a chance to dodge attacks; while Intelligence governs the damage output of the WitchDoctor and the [[TheArchmage Wizard]] and gives a bonus to elemental resistance.

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* ''VideoGame/DiabloIII'' is not the straightest example, since it uses the [[FighterMageThief Strength/Dexterity/Intelligence]] variation ''plus'' Vitality that governs max HitPoints and regeneration and is of equal importance to all. Still, Strength governs damage output for the [[BarbarianHero Barbarian]] and the [[ThePaladin Crusader]] and grants damage reduction; Dexterity governs the damage output of the [[TheHunter [[DemonSlaying Demon Hunter]] and the [[BareFistedMonk Monk]] and gives a chance to dodge attacks; while Intelligence governs the damage output of the WitchDoctor and the [[TheArchmage Wizard]] and gives a bonus to elemental resistance.
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** ''TabletopGame/NewWorldOfDarkness'': Physical stats include Strength, Dexterity, and Stamina. Mental Intelligence, Wits, and Resolve. Social Presence, Manipulation, and Composure.

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** ''TabletopGame/NewWorldOfDarkness'': Physical stats include Strength, Dexterity, and Stamina. Mental Stamina; Mental: Intelligence, Wits, and Resolve. Social Resolve; Social: Presence, Manipulation, and Composure.
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* Most of Creator/WhiteWolf's games, such as ''TabletopGame/WorldOfDarkness'' and ''TabletopGame/{{Exalted}}'' have three attribute blocks: Mental, Physical, and Social; which the player assigns as Primary, Secondary, and Tertiary at character creation, giving them so many points to distribute among the three attributes in each block.
** ''TabletopGame/NewWorldOfDarkness'': Physical stats include Strength, Dexterity, and Stamina. Mental Intelligence, Wits, and Resolve. Social Presence, Manipulation, and Composure.
** ''TabletopGame/{{Exalted}}'' (2nd Ed.): Physical attributes are the same. Mental stats are Perception, Intelligence, and Wits. And Social stats include Charisma, Manipulation, and Appearance.
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* ''VideoGame/SuperSmashBros'' 4 has Offense, Defense, and Speed as its core stats. Stat-boosting equipment in comes in three flavors, buffing one stat nerfs the next in the cycle to ensure balance.

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* ''VideoGame/SuperSmashBros'' 4 ''VideoGame/SuperSmashBros 4'' has Offense, Defense, and Speed as its core stats. Stat-boosting equipment in comes in three flavors, buffing one stat nerfs the next in the cycle to ensure balance.
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* ''VideoGame/SuperSmashBros'' has Offense, Defense, and Speed as its core stats. Stat-boosting equipment in comes in three flavors, buffing one stat nerfs the next in the cycle to ensure balance.

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* ''VideoGame/SuperSmashBros'' 4 has Offense, Defense, and Speed as its core stats. Stat-boosting equipment in comes in three flavors, buffing one stat nerfs the next in the cycle to ensure balance.
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From the gameplay design standpoint, three core stats are a very efficient arrangement. On the one hand, it is a manageable number that is unlikely to overwhelm players new to the particular GameSystem and it is easy to find balance where no stat is [[OneStatToRuleThemAll particularly broken]] or [[DumpStat universally useless]]. On the other, it creates at least seven possible PlayerCharacter [[CharacterClassSystem archetypes]] (one specializing in each of three stats, three hybrids, and a JackOfAllStats) in a way that is easy to grasp. This usually takes the form of BalancePowerSkillGimmick. Lastly, it does not detract the player from SkillScoresAndPerks, which are the main means of in-depth character customization in most modern [=RPGs=].

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From the gameplay design standpoint, three core stats are a very efficient arrangement. On the one hand, it is a manageable number that is unlikely to overwhelm players new to the particular GameSystem and it is easy to find balance where no stat is [[OneStatToRuleThemAll particularly broken]] or [[DumpStat universally useless]]. On the other, it creates at least seven possible PlayerCharacter [[CharacterClassSystem archetypes]] (one ([[BalancePowerSkillGimmick one specializing in each of three stats, three hybrids, and a a]] JackOfAllStats) in a way that is easy to grasp. This usually takes the form of BalancePowerSkillGimmick.grasp. Lastly, it does not detract the player from SkillScoresAndPerks, which are the main means of in-depth character customization in most modern [=RPGs=].



Subtrope of GameSystem and RuleOfThree. See also TheSixStats.

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Subtrope of GameSystem and RuleOfThree. See also TheSixStats. Compare BalancePowerSkillGimmick, which usually revolves around two opposed stats instead of three.
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From the gameplay design standpoint, three core stats are a very efficient arrangement. On the one hand, it is a manageable number that is unlikely to overwhelm players new to the particular GameSystem and it is easy to find balance where no stat is [[OneStatToRuleThemAll particularly broken]] or [[DumpStat universally useless]]. On the other, it creates at least seven possible PlayerCharacter [[CharacterClassSystem archetypes]] (one specializing in each of three stats, three hybrids, and a JackOfAllStats) in a way that is easy to grasp. Lastly, it does not detract the player from SkillScoresAndPerks, which are the main means of in-depth character customization in most modern [=RPGs=].

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From the gameplay design standpoint, three core stats are a very efficient arrangement. On the one hand, it is a manageable number that is unlikely to overwhelm players new to the particular GameSystem and it is easy to find balance where no stat is [[OneStatToRuleThemAll particularly broken]] or [[DumpStat universally useless]]. On the other, it creates at least seven possible PlayerCharacter [[CharacterClassSystem archetypes]] (one specializing in each of three stats, three hybrids, and a JackOfAllStats) in a way that is easy to grasp. This usually takes the form of BalancePowerSkillGimmick. Lastly, it does not detract the player from SkillScoresAndPerks, which are the main means of in-depth character customization in most modern [=RPGs=].
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* ''VideoGame/DiabloIII'' is not the straightest example, since it uses the Strength/Dexterity/Intelligence variation, with each of the three underlying one of the FighterMageThief archetypes, ''plus'' Vitality that governs max HitPoints and regeneration and is of equal importance to all. Still, Strength governs damage output for the [[BarbarianHero Barbarian]] and the [[ThePaladin Crusader]] and grants damage reduction; Dexterity governs the damage output of the [[TheHunter Demon Hunter]] and the [[BareFistedMonk Monk]] and gives a chance to dodge attacks; while Intelligence governs the damage output of the WitchDoctor and the [[TheArchmage Wizard]] and gives a bonus to elemental resistance.

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* ''VideoGame/DiabloIII'' is not the straightest example, since it uses the Strength/Dexterity/Intelligence variation, with each of the three underlying one of the FighterMageThief archetypes, [[FighterMageThief Strength/Dexterity/Intelligence]] variation ''plus'' Vitality that governs max HitPoints and regeneration and is of equal importance to all. Still, Strength governs damage output for the [[BarbarianHero Barbarian]] and the [[ThePaladin Crusader]] and grants damage reduction; Dexterity governs the damage output of the [[TheHunter Demon Hunter]] and the [[BareFistedMonk Monk]] and gives a chance to dodge attacks; while Intelligence governs the damage output of the WitchDoctor and the [[TheArchmage Wizard]] and gives a bonus to elemental resistance.
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* ''VideoGame/FinalFantasyXIII'' has the Strength/Magic/Health variation, although its JobSystem is skewed towards needing high Magic: Ravager, Medic, Synergist, and Saboteur roles all profit from it, while only Commando and Sentinel need Strength.

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* ''VideoGame/FinalFantasyXIII'' has the Strength/Magic/Health variation, although its JobSystem is skewed towards needing high Magic: Ravager, Medic, Synergist, and Saboteur roles all profit from it, while only use it alone, Ravager and Commando and can use either Magic or Strength, leaving Sentinel need Strength.as the only pure Strength role.

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* ''VideoGame/JadeEmpire'' has Body, Spirit, and Mind, which respectively affect HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).



* ''VideoGame/JadeEmpire'' has Body, Spirit, and Mind, which respectively affect HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).

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* Body/Physical, Mind/Intellectual, and Soul/Spiritual. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.



* Body/Physical, Mind/Intellectual, and Soul/Spiritual. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.

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* Body/Physical, Mind/Intellectual, and Soul/Spiritual. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.
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* ''JadeEmpire'' has Body, Spirit, and Mind, which respectively affect HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).

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* ''JadeEmpire'' ''VideoGame/JadeEmpire'' has Body, Spirit, and Mind, which respectively affect HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).
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* ''JadeEmpire'' has Body, Spirit, and Mind, which respectively affect HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).
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* The original ''VideoGame/{{Mass Effect|1}}'' had something like this, although only symbolically: each class and companion had a Weapons, Tech, and [[PsychicPowers Biotics]] rating, although it wasn't so much a stat as a general indicator of their skills that appeared on the party selection screen. There were three "pure" classes and three hybrids: Soldier/Ashley (pure Weapons), Engineer/Tali (pure Tech), Adept/Liara (pure Biotics), Infiltrator/Garrus (Weapons+Tech), Vanguard/Wrex (Weapons+Biotics), and Sentinel/Kaidan (Tech+Biotics). This aspect was downplayed in the sequels, where each class was given a unique special power to distinguish it from the others, while the companions gradually became less defined by their classes and more by their unique skill sets.

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* The original ''VideoGame/{{Mass Effect|1}}'' had something like this, although only but mostly symbolically: each class and companion had a Weapons, Tech, and [[PsychicPowers Biotics]] rating, although it wasn't so much a stat as a general indicator of their skills abilities that appeared on the was shown during party selection screen.selection. There were three "pure" classes and three hybrids: Soldier/Ashley (pure Weapons), Engineer/Tali (pure Tech), Adept/Liara (pure Biotics), Infiltrator/Garrus (Weapons+Tech), Vanguard/Wrex (Weapons+Biotics), and Sentinel/Kaidan (Tech+Biotics). This aspect was downplayed in the sequels, where each class was given a unique special power to distinguish set it apart from the others, while the companions gradually became less defined by their classes and more by their unique character-specific skill sets.
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* The original ''VideoGame/{{Mass Effect|1}}'' had something like this, although only symbolically: each class and companion had a Weapons, Tech, and [[PsychicPowers Biotics]] rating, although it wasn't so much a stat as a general indicator of their skills that appeared on the party selection screen. There were three "pure" classes and three hybrids: Soldier/Ashley (pure Weapons), Engineer/Tali (pure Tech), Adept/Liara (pure Biotics), Infiltrator/Garrus (Weapons+Tech), Vanguard/Wrex (Weapons+Biotics), and Sentinel/Kaidan (Tech+Biotics). This aspect was downplayed in the sequels, where each class was given a unique special move to distinguish it from the others, while the companions gradually became less defined by their classes and more by their unique sets of skills.

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* The original ''VideoGame/{{Mass Effect|1}}'' had something like this, although only symbolically: each class and companion had a Weapons, Tech, and [[PsychicPowers Biotics]] rating, although it wasn't so much a stat as a general indicator of their skills that appeared on the party selection screen. There were three "pure" classes and three hybrids: Soldier/Ashley (pure Weapons), Engineer/Tali (pure Tech), Adept/Liara (pure Biotics), Infiltrator/Garrus (Weapons+Tech), Vanguard/Wrex (Weapons+Biotics), and Sentinel/Kaidan (Tech+Biotics). This aspect was downplayed in the sequels, where each class was given a unique special move power to distinguish it from the others, while the companions gradually became less defined by their classes and more by their unique sets of skills.skill sets.
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None

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* The original ''VideoGame/{{Mass Effect|1}}'' had something like this, although only symbolically: each class and companion had a Weapons, Tech, and [[PsychicPowers Biotics]] rating, although it wasn't so much a stat as a general indicator of their skills that appeared on the party selection screen. There were three "pure" classes and three hybrids: Soldier/Ashley (pure Weapons), Engineer/Tali (pure Tech), Adept/Liara (pure Biotics), Infiltrator/Garrus (Weapons+Tech), Vanguard/Wrex (Weapons+Biotics), and Sentinel/Kaidan (Tech+Biotics). This aspect was downplayed in the sequels, where each class was given a unique special move to distinguish it from the others, while the companions gradually became less defined by their classes and more by their unique sets of skills.
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The stats are often ColorCodedForYourConvenience: Strength and Health are usually red (unless they're separate stats, then Health will be green), Intelligence and Mana are blue, and Dexterity and Stamina are green, producing a ChromaticArrangement of character archetypes.

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The stats are often ColorCodedForYourConvenience: ColorCodedForYourConvenience, producing a ChromaticArrangement of character archetypes: Strength and Health are usually red (unless they're separate stats, then Health will be green), Intelligence and Mana are blue, and Dexterity and Stamina are green, producing a ChromaticArrangement of character archetypes.
green.
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As [[RolePlayingGame role-playing video games]] (and games with RPGElements) evolve further and further away from their TabletopRPG ancestors, their {{Game System}}s likewise move away from TheSixStats known from ''TabletopGame/DungeonsAndDragons'' and towards a more straightforward and manageable number of core {{stats}} -- usually [[RuleOfThree three]].

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As [[RolePlayingGame role-playing video games]] (and games with RPGElements) evolve further and further away from their TabletopRPG ancestors, their {{Game System}}s likewise move away depart from TheSixStats known from ''TabletopGame/DungeonsAndDragons'' and move towards a more straightforward and manageable number of core {{stats}} -- usually [[RuleOfThree three]].
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* Body/Physical, Mind/Intellectual, and Soul/Spiritual]]. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.

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* Body/Physical, Mind/Intellectual, and Soul/Spiritual]].Soul/Spiritual. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.
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* [[AnatomyOfTheSoul Body/Physical, Mind/Intellectual, and Soul/Spiritual]]. This setup is more popular in {{Eastern RPG}}s and related genres.

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* [[AnatomyOfTheSoul Body/Physical, Mind/Intellectual, and Soul/Spiritual]]. This setup is more based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres.
Is there an issue? Send a MessageReason:
None


* Body/Physical, Mind/Intellectual, and Soul/Spiritual. This setup is more popular in {{Eastern RPG}}s and related genres.

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* [[AnatomyOfTheSoul Body/Physical, Mind/Intellectual, and Soul/Spiritual.Soul/Spiritual]]. This setup is more popular in {{Eastern RPG}}s and related genres.
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* Body/Physical, Mind/Intellectual, and Soul/Spiritual.

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* Body/Physical, Mind/Intellectual, and Soul/Spiritual.
Soul/Spiritual. This setup is more popular in {{Eastern RPG}}s and related genres.
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* Body/Physical, Mind/Intellectual, and Soul/Spiritual.
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* The ''Franchise/StarOcean'' franchise works off of Health, Magic and Fury (a gauge that depletes as the other two are used or other actions are taken, and refills by standing still). Since it's possible to die by losing all MP, all three are useful at some point in battle.
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* The {{Hero Unit}}s of ''VideoGame/WarcraftIII'' use either Strength, Agility, or Intellect as their core stats.

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* The {{Hero Unit}}s of ''VideoGame/WarcraftIII'' use either Strength, Agility, or and Intellect as stats, their core stats.class choosing one of them as "main" stat (which determines their damage output).
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As [[RolePlayingGame role-playing video games]] (and games with RPGElements) evolve further and further away from their TabletopRPG ancestors, their {{Game System}}s likewise move away from TheSixStats known from ''TabletopGame/DungeonsAndDragons'' and towards a more straightforward and manageable number of core {{stats}} -- usually [[RuleOfThree three]].

From the gameplay design standpoint, three core stats are a very efficient arrangement. On the one hand, it is a manageable number that is unlikely to overwhelm players new to the particular GameSystem and it is easy to find balance where no stat is [[OneStatToRuleThemAll particularly broken]] or [[DumpStat universally useless]]. On the other, it creates at least seven possible PlayerCharacter [[CharacterClassSystem archetypes]] (one specializing in each of three stats, three hybrids, and a JackOfAllStats) in a way that is easy to grasp. Lastly, it does not detract the player from SkillScoresAndPerks, which are the main means of in-depth character customization in most modern [=RPGs=].

Just ''which'' stats these three are, however, differs from system to system. Common variations include:

* Strength, Dexterity/Speed, and Intelligence/Magic. This underlies the traditional FighterMageThief paradigm.
* Strength/Melee, Magic/Ranged, and Health/Defense. This effectively creates a SwordAndSorcerer dichotomy, with both having to balance their offense with their defense.
* [[LifeMeter Health]], {{Mana|Meter}}, and [[SprintMeter Stamina]]. This set represents resource pools rather than characters' abilities, though it may overlap with Str/Dex/Int type.

The stats are often ColorCodedForYourConvenience: Strength and Health are usually red (unless they're separate stats, then Health will be green), Intelligence and Mana are blue, and Dexterity and Stamina are green, producing a ChromaticArrangement of character archetypes.

Subtrope of GameSystem and RuleOfThree. See also TheSixStats.
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!!Examples:

[[foldercontrol]]

[[folder:Platform Game]]
* ''VideoGAme/SonicHeroes'': The playable teams are composed of 3 characters, each with a specific quality of either Speed, Power or Fly, e.g. in Team Sonic, Sonic is Speed, Knuckles is Power, and Tails is Fly.
* ''VideoGame/SuperSmashBros'' has Offense, Defense, and Speed as its core stats. Stat-boosting equipment in comes in three flavors, buffing one stat nerfs the next in the cycle to ensure balance.
[[/folder]]

[[folder:Real-Time Strategy]]
* The {{Hero Unit}}s of ''VideoGame/WarcraftIII'' use either Strength, Agility, or Intellect as their core stats.
* In ''VideoGame/RepublicTheRevolution'', each political party, party functionary, and electoral district has an ideological profile that combines Wealth, Force, and Influence in certain proportions. Each combination makes them more or less suited to carry out or to support certain political operations.
[[/folder]]

[[folder:RPG -- Eastern]]
* ''VideoGame/FinalFantasyXIII'' has the Strength/Magic/Health variation, although its JobSystem is skewed towards needing high Magic: Ravager, Medic, Synergist, and Saboteur roles all profit from it, while only Commando and Sentinel need Strength.
* ''VideoGame/TheReconstruction'' and ''VideoGame/TheDrop'' have Body, Mind, and Soul stats as [[CastFromHitPoints both health meters and special ability point pools]]. ''VideoGame/IMissTheSunrise'' similarly has Hull, Systems, and Pilot.
[[/folder]]

[[folder:RPG -- MMO]]
* The ''Warcraft III'' setup carried over into ''VideoGame/WorldOfWarcraft'', where every class has one of the three stats (Strength, Agility, Intellect) as their main. Some classes can change between a physical attacker (Strength or Agility) and a magical attacker or healer (Intellect). Doing so requires you have equipment suitable for both specializations.
[[/folder]]

[[folder:RPG -- Western]]
* The ''Franchise/{{Ultima}}'' series put an unusual spin on this trope from [[VideoGame/UltimaIV part four]] onwards: not only are the core character stats the classic Strength, Dexterity, and Intelligence, but their initial values and the [[PlayerCharacter Avatar]]'s class are tied to the biggest {{Virtue|ViceCodification}} they express. All Eight Virtues are [[http://ultima.wikia.com/wiki/The_Eight_Virtues based on combinations]] of the Three Principles (Courage, Love, and Truth)--itself a Three-Stat System--and each is mapped to a class that predominantly expresses it. The series also put an interesting spin on the formula by adding the eighth class archetype to the mix: the Shepherds have [[MasterOfNone low scores in all three stats]] because they represent the [[HumbleHero Virtue of Humility]].
* The game system of ''VideoGame/PathOfExile'' is based around Strength, Dexterity, and Intelligence, and the six core classes are mapped either to one or to two of these. The secret Scion class has access to all three.
* ''VideoGame/TheElderScrollsVSkyrim'' simplified ''Franchise/TheElderScrolls'' series' traditional eight stats system to just three: Health, Magicka, and Stamina (which were derived stats in the previous games), shifting the character building focus to SkillScoresAndPerks.
* ''VideoGame/TormentTidesOfNumenera'', like the tabletop system it's based on, has Might, Speed, and Intellect as core stats.
* ''VideoGame/DiabloIII'' is not the straightest example, since it uses the Strength/Dexterity/Intelligence variation, with each of the three underlying one of the FighterMageThief archetypes, ''plus'' Vitality that governs max HitPoints and regeneration and is of equal importance to all. Still, Strength governs damage output for the [[BarbarianHero Barbarian]] and the [[ThePaladin Crusader]] and grants damage reduction; Dexterity governs the damage output of the [[TheHunter Demon Hunter]] and the [[BareFistedMonk Monk]] and gives a chance to dodge attacks; while Intelligence governs the damage output of the WitchDoctor and the [[TheArchmage Wizard]] and gives a bonus to elemental resistance.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/{{Numenera}}'' has Might, Speed, and Intellect, which are simultaneously resource pools for three types of ability checks and the game's MultipleLifeBars. They can also be directly mapped to the game's three classes, [[FighterMageThief glaive, nano, and jack]].
* In ''TabletopGame/BigEyesSmallMouth'', the three primary stats for characters are Body, Mind, and Soul. Pretty much every other value on the character sheet is calculated from or modified by at least one of these -- in some cases, it's the average of all three.
* ''TabletopGame/SilverAgeSentinels'' uses the same system as ''Big Eyes, Small Mouth'', dubbed "Tri-Stat System" by the creators.
* ''TabletopGame/TheFantasyTrip''. The original game ''Melee'' had Strength (how much damage you did and how much damage you could take) and Dexterity (how likely you were to hit). The next game in the series, ''Wizard'', added IQ (which determined magical ability).
* ''TabletopGame/KitsuneOfFoxesAndFools'' has Wits (add to die rolls directly), Wisdom (max Trick cards in hand), and Witchery ({{Mana}} pool), being based on scheming rather than combat.
[[/folder]]
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