If the environment can compare it to the board of any game, the character sheet are the pieces on it.
Every self-respecting RPG is to use a character sheet. It 's a fundamental aspect of the game, because it represents the description (statistical but not only) of our alter ego in the game. The values \u200b\u200bon the card serves to show what our character is particularly adept, in what is not at all what is familiar and generic.
often tend to consider the card as a mere collection of values \u200b\u200bitself spun off from the interpretation of the character. In fact, but think about it, is a false reasoning. This is because play does not mean merely to say what would a character in front of a precise situation based on how they think, how we see the world and its moral and ethical inclinations. All of his choices and his experience led him to have certain skills and knowledge, then the card is as a representation of his life path in all the years "lived." At the same time, many of our actions (both in the choice in the approach) are related to the knowledge and skills. Strap on a warrior who play a powerful weapon in two hands, rather than a wise gracilino Constitution by the extensive knowledge is a reflection of precise and interest shown by the character and his adventures tend to exploit these abilities. Difficult to see the look sapien to break through a locked door and reinforced, which instead will try to do the warrior. Although this means interprerare your character.
While RPGs are high in number and each with its own system of rules (even if the d20 System created by Wizards of the Coast with the advent of the third edition of D & D has led Many people simply use that system without environments create ad hoc), we can find elements common to all (except the usual exceptions).
- Experience Points (PE, or XP in English) and Level PG: At the level of the game represent the experience accumulated by the person during his wanderings, and how powerful he is. Normally the steps to achieve the level you get an exact number of PE, and each step corresponds to an increase in the level of skills of the character.
- Hit Points (PF) and system damage : The characters have values \u200b\u200bthat indicate how many shots can receive before they die, or suffer damage (temporary or permanent). Here we can identify two types of values. The first, more simplistic, but immediately, provides for a value which, when cleared, provides for the death. The second, more complicated but realistic, provides multiple values \u200b\u200bwith local damage in various parts of the body.
- Characteristics: They are the basic qualities of character. In a system such as D & D it found 6, but there are systems with varying characteristics. They encapsulate both the physical and mental quality. Some systems also introduce the concept of spiritual or magical quality. Typically, these core values \u200b\u200bthen determine all values \u200b\u200b(or contribute to) the most specific of the different skills and abilities of the character.
- Ability: If the features tell us what are the generic skills of the character, the ability to determine specifically what he can do well, what can do wrong, what can the average and what is not capable of doing. Often there is a close correlation between the characteristics and abilities (usually the latter are related to the first), as a rule, a value is higher, a person is skilled in that particular action. Generally, to determine whether an action is successful, the tests are carried out and try to exceed a certain value.
- combat capability : I have practically all RPGs a section of the regulation related to the fighting, so each character has a specific value for this. Depending on the regulations, These results can be more or less numerous. However, we can generally identify the presence of cards in a value (or values, in terms of how attacks are carried out and by what means) indicates that our ability to accomplish the opponent (generally speaking of the attack roll), a value that indicates that our ability to dodge or absorb the blows, plus a range of values \u200b\u200bon our ability to avoid specific attacks, use special skills (like magic), and inflict so much damage.
addition to these values \u200b\u200band statistical data, the cards can also include character descriptions more or less important. Among these, the most important (not always shown as recommended in the various regulations of the game) is on the background of the character, or all aspects relating to the history and experiences of the PG, developed while creating the plan, which acts as a " base "in describing the character. A player may very well make a taciturn character, so that hate and surf, but to provide an appropriate background who can provide an explanation of these issues, enabling them to give it substance and provide useful input to their evolution. Moreover, experiences and events in the history of the character can provide food for interesting adventure for the master, and indeed become the focal point in the long run, a series of adventures.
Other descriptive elements "typical" can be the aspirations of the character, a summary checklist of what he likes and what he hates, the description of his character, a description of its appearance. All evidence to give a more defined and detailed form of his character is all useful for the interpretation and to provide the right information to the other players.
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