The process of creating a character requires making decisions about the character's attributes and skills. Each game includes its own procedures for making these decisions.
Prescription The decision may be predetermined by the rules. This may be according to a
formula or a
table that
maps one or more predetermined statistics to a specific choice for another. The decision may be made by the
game master prior to character creation.
Pre-generated options Some games and
campaign settings offer pre-generated character options for beginners or players who prefer to start playing more quickly.
Random choice Random choices are made by rolling
dice and either using the result directly or looking it up in a table, depending on the decision that is to be made. A random generation system allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters. However, players have little control over the scores. For example, in some editions of
Dungeons & Dragons the player rolls
4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the
Stormbringer role-playing game, the character's race and class are both determined by rolling 1d100 and looking up the result in the appropriate table.
Player's choice The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of
character points among various statistics. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system. Examples for systems that use point distribution to determine statistics are the
Hero System (including its predecessor
Champions),
GURPS, the
World of Darkness series, and the
Amber Diceless Roleplaying Game with its unusual auction system. Some
Dungeons & Dragons editions also have an optional
point buy method for determining ability scores.
Narrative generation As used for example in the
Traveller,
Empire of the Petal Throne and
Harnmaster RPGs or some cRPGs such as
Mount & Blade and
Darklands, this technique models a character's life prior to becoming an active adventurer. The player chooses family origin and then makes further decisions at specific life "checkpoints" such as early education, young adulthood, or "tours of duty" in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement. Levels of randomization and player agency vary depending on the specific system. == Determining numerical values ==