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* The ''Roleplay/AnimeCampaign'' tabletop game has three stats for each character: Stamina (HitPoints and {{Mana}} combined into one), Proficiency (which gets you more abilities as it increases), and Movement ([[ExactlyWhatItSaysOnTheTin how many "spaces" you can move]]). In ''WebAnimation/EpithetErased'', Movement is gone, and Proficiency is split into two, Proficiency and Creativity.
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* ''VideoGame/CurseOfTheDeadGods'' has Constitution, Dexterity, and Perception. Constitution increases your maximum health; Dexterity increases damage dealt with weapons; and Perception increases the chances of finding treasure.

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* ''VideoGame/CurseOfTheDeadGods'' has Constitution, Dexterity, and Perception. Constitution increases your maximum health; Dexterity increases damage dealt with weapons; weapons (though there are some weapons whose attack scales off of Constitution instead); and Perception increases the chances of finding treasure.
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* ''VideoGame/CurseOfTheDeadGods'' has Constitution, Dexterity, and Perception. Constitution increases your maximum health; Dexterity increases damage dealt with weapons; and Perception increases the chances of finding treasure.
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* The first two ''VideoGame/PaperMario'' games feature a downplayed example. Mario has five stats: [[HitPoints HP]], [[{{Mana}} FP]], BP (Badge Points, which let you equip more [[PowersAsPrograms Badges]]), Attack, and Defense. What makes this a downplayed example and not an aversion is that Attack and Defense can only be changed by equipping certain Badges and, in the case of Attack, [[EquipmentBasedProgression getting new boots and hammers]], while you can choose between upgrading HP, FP, and BP every level up (except for the ones that have hit the {{Cap}}).
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This is a Stance System. Stats are measurements of a character's skills.


* ''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.
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* ''VideoGame/DeadCells'' uses Brutality, Tactics, and Survival. Brutality prefers fast melee weapons and offensive mutations, Tactics prefers ranged weapons and deployables but gives the least amount of HP, and Survival prefers slow melee weapons, shields, and two-handed crossbows, and mutations focused around defense and healing.

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* ''VideoGame/DeadCells'' uses Brutality, Tactics, and Survival. Brutality prefers fast melee weapons weapons, damage over time, and offensive mutations, Tactics prefers ranged weapons and deployables but gives the least amount of HP, and Survival prefers slow melee weapons, shields, and two-handed crossbows, and mutations focused around defense and healing.healing and give the most HP. Each stat gives diminishing returns for HP, but generally linear damage and mutation scaling.
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[[folder:Roguelike]]
* ''VideoGame/DeadCells'' uses Brutality, Tactics, and Survival. Brutality prefers fast melee weapons and offensive mutations, Tactics prefers ranged weapons and deployables but gives the least amount of HP, and Survival prefers slow melee weapons, shields, and two-handed crossbows, and mutations focused around defense and healing.
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Added an example from the work page.

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[[folder:Puzzle Game]]
* ''VideoGame/{{Fishdom}}'': The fish tank's merit is based on three stats: fish (depends on the fish that are swimming in it), beauty (the decorations placed in it), and comfort (amenities bought).
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Omitted Soldier in TF 2 entry


* ''VideoGame/TeamFortress2'' does this with its nine classes. Loosely speaking, the Heavy and Demoman are combat--possessing decent HP and lots of power, but lower speeds. The Scout, Sniper, and Spy are ranged/stealth, favoring situational burst damage to pick off key enemy targets. The Pyro, Engineer, and Medic are support, with a medley of abilities that aren't wholly focused on direct combat.

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* ''VideoGame/TeamFortress2'' does this with its nine classes. Loosely speaking, the Heavy Heavy, Soldier, and Demoman are combat--possessing decent HP and lots of power, but lower speeds. The Scout, Sniper, and Spy are ranged/stealth, favoring situational burst damage to pick off key enemy targets. The Pyro, Engineer, and Medic are support, with a medley of abilities that aren't wholly focused on direct combat.
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* [[LifeMeter Health]], {{Mana|Meter}}, and [[SprintMeter Stamina]]. This set represents resource pools rather than characters' abilities, though it may overlap with or be derived from Str/Dex/Int or Body/Mind/Soul type.

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* [[LifeMeter Health]], {{Mana|Meter}}, and [[SprintMeter Stamina]]. This set represents resource pools rather than characters' abilities, though it may overlap with or be derived from Str/Dex/Int Str/Int/Dex or Body/Mind/Soul type.
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* Strength, Dexterity/Speed, and Intelligence/Magic. This underlies the traditional FighterMageThief paradigm.

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* Strength, Dexterity/Speed, and Intelligence/Magic. This underlies the traditional FighterMageThief and the SpeedSmartsAndStrength paradigm.
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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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Subtrope of GameSystem and RuleOfThree. See also TheSixStats. Compare BalancePowerSkillGimmick, which usually revolves around two opposed stats instead of three.three and ThreeApproachSystem, where gameplay styles follow RuleOfThree.
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* ''VideoGame/VagrantStory'' uses Strength, Intelligence, and Agility as its main character stats. Strength and Intelligence also separately influence attacks with and defense against physical and magical attacks, respectively.
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I believe 7 is about two times more than 3.


* ''VideoGame/PhantasyStarOnline2'' has seven stats, six of which are dedicated to offensive and defensive stats which are divided between Melee, Ranged, and Tech.
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* ''VideoGame/PhantasyStarOnline2'' has seven stats, six of which are dedicated to offensive and defensive stats which are divided between Melee, Ranged, and Tech.
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[[folder:First Person Shooters]]
* ''VideoGame/TeamFortress2'' does this with its nine classes. Loosely speaking, the Heavy and Demoman are combat--possessing decent HP and lots of power, but lower speeds. The Scout, Sniper, and Spy are ranged/stealth, favoring situational burst damage to pick off key enemy targets. The Pyro, Engineer, and Medic are support, with a medley of abilities that aren't wholly focused on direct combat.
*** Pure Combat - Heavy ([[MightyGlacier best frontal firepower and highest health in the game, but low speed]])
*** Combat/Support - Soldier (good foundation of high durability and damage with rocket jumping to compensate for below-average mobility, and powerful team rallying LimitBreak items.)
*** Combat/Stealth - Demoman (ambushing via stickybombs and non-direct combat with bouncing grenades)
*** Pure Stealth - Spy (can [[InvisibilityCloak turn invisible]] and [[MasterOfDisguise disguise himself as the enemy]] to get into position for a quick backstab instakill. Fares poorly in a fair fight.)
*** Stealth/Combat - Scout ([[GlassCannon devastating point-blank damage]] with [[FragileSpeedster the highest speed in game and a hard-to-target small frame]].)
*** Stealth/Support - Sniper (long range [[BoomHeadshot headshots]] and the ability to make people take mini-crits with Jarate)
*** Pure Support - Medic (healing and incredibly powerful ubercharges, but lacks in direct combat)
*** Support/Combat - Pyro (fights by setting foes on fire, detects spies and versatile [[AttackDeflector Airblast]])
*** Support/Stealth - Engineer (relies on building a base in corners to ambush people with turrets, places teleporters to get his teammates into the fight faster and builds dispensers which heal his teammates)
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More example moving.

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[[folder:Driving Games]]
* ''VideoGame/BurnoutParadise'''s vehicles follow this dynamic:
** Aggression vehicles, focused on (surprise, surprise) aggression, good for taking down your enemies.
** Stunt vehicles, focused on stunts but also serves as a nice intermediate between the other two classes.
** Speed vehicles, {{Fragile Speedster}}s. They are among the fastest cars in ''Paradise'', but cannot take too much punishment.
** The Hawker Mech, meanwhile, is a JackOfAllTrades which can switch between all three modes.
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Moved this from Fighter Mage Thief as more appropiate

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[[folder:Wide Open Sandbox]]
* ''VideoGame/GrandTheftAutoV'' features three playable characters with special abilities specialised in the three main aspects of the game:
** Michael's ability to slow down time on foot helps greatly in gunplay.
** Franklin's ability to slow down time in vehicles helps greatly in driving (and drive-by shooting).
** Trevor's ability to enter [[TheBerserker berserker rage]] helps in rampages and just general mayhem-causing.
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The stats are often 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.

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The stats are often 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.
green or yellow.
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* [[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.

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* [[LifeMeter Health]], {{Mana|Meter}}, and [[SprintMeter Stamina]]. This set represents resource pools rather than characters' abilities, though it may overlap with or be derived from Str/Dex/Int or Body/Mind/Soul type.
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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).

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* ''VideoGame/JadeEmpire'' has [[AnatomyOfTheSoul Body, Spirit, and Mind, Mind]], which respectively affect determine HP, Chi ({{Mana}}), and Focus (used for weapons and to activate BulletTime).BulletTime). They also determine the effectiveness of your [[MultiplePersuasionModes three diplomatic Skills]]: Body and Mind combine to determine you Charm rating, Mind and Spirit define Intuition, while Spirit and Body produce Intimidation. Throughout the game, you can find gems and techniques that boost any combination of these primary, derived, and hybrid stats.
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* ''TabletopGame/ATouchOfEvil'': Of the Body/Mind/Soul variant, with Combat, Cunning, and Spirit respectively.

Added: 90

Changed: 2

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* ''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.

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* ''VideoGAme/SonicHeroes'': ''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.Fly.
* ''VideoGame/SuperMarioBros2'' has Jump [=Height/Length=], Running Speed, and Lift Speed.

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Changed: 18

Removed: 123

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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. This setup is based on the AnatomyOfTheSoul and is popular in {{Eastern RPG}}s and related genres. May overlap with:
** [[PhysicalMysticalTechnological Strength, Magic, and Tech]]. Essentially, MagicVersusScience plus CharlesAtlasSuperpower.



* [[PhysicalMysticalTechnological Strength, Magic, and Tech]]. Essentially, MagicVersusScience plus CharlesAtlasSuperpower.
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* [[PhysicalMysticalTechnological Strength, Magic, and Tech]]. Essentially, MagicVersusScience plus CharlesAtlasSuperpower.
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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 ''Franchise/StarOcean'' ''VideoGame/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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* ''TabletopGame/TheOneRing'' has Body, Wits, and Heart. There are three secondary attributes as well: Valour, Wisdom, and Shadow.
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* ''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.

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* ''VideoGame/TheElderScrollsVSkyrim'' simplified ''Franchise/TheElderScrolls'' series' traditional series traditionally had an eight stats system "Attribute" system. As of ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', this is overhauled to just three: Health, Magicka, and Stamina (which were Fatigue (Stamina). Each was a derived stats stat previously in the previous games), shifting series. Additionally, ''Skyrim'' shifts the character building leveling focus to SkillScoresAndPerks.
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* The original ''VideoGame/DungeonSiege'' had the classic Strength, Dexterity, Intelligence trio, with STR governing melee combat, DEX for ranged, and INT for both Combat and Nature magic.

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