Character advancement: Static

Video game concept

A method of character advancement where character stats increase - when levels are gained - outside of player's control in a predictable manner. Such as level 1 character has 100 hp while level 10 has 150, and this is true for each run of the game.


The first video game about Character advancement: Static was released in 1985.

Atari, Beamdog and Bethesda Softworks has published most of these games

This is often combined with some additional features like stat/skill point distribution or some other minor customization features.

Despite the name, this can be less static in combination with other character advancement methods, but this still implies levels and gaining something statically, possibly based on character attributes, species, class, or some other features. Without this, the player would NOT gain such advancements with each level.

Static character growth is one of the oldest forms of statistical character advancement in RPGs, usually in form of hit point and mana point reserve increases, signaling both how they're now able to avoid damage better (not withstand more beating, really - avoiding strikes so they don't do as much damage as they could, simulated by the increased HP pool without trying to calculate appropriate reductions in damage). The increased mana pool makes a bit more sense as is, though, but can be considered that the character learns to expend less energy for same results so in similar manner to HP you have mana pool increase instead of mana cost reductions. In both cases it's simpler to implement increase in pool size instead of adjusting all math operations. The actual interpretion of the per-level growth can vary with games, but this is the one that makes most sense (up to a point; no longer when character with originally ~7hp is at hundreds or thousands of hit points).

At base this means player gains something with each level up regardless of choices. Such as gain in health points, mana points, some base attribute(s), etc. are received with each level-up, so that you can have certain assumptions that are likely true about stats of a such and such level character. Like level 1 character has 100 hp and level 10 character has at least 150 hp and this is always true in each run of the game. There may be differences per character, character class, etc. but the static scaling is true for that choice. So each time you pick the same one, you can expect them to advance the same way.

Even if the scaling is like random number between 3 and 9 it counts as belonging here since you can predict it to have grown at least the minimum amount each time.
# RPG elements #

Experience gain:
* None
* Deeds
* Kills/Defeats
* Game progress
* Objects
* Literal

Character advancement:
* None
* Static
* Literal experience
* Experience distribution
* Point distribution
* Deeds
* Perks
* Objects
* Game progress
* Time
* Intermediary

* Multiple experience types
* Shared experience
* Undefined experience (games missing info on how experience is gained)
* Undefined advancement (games missing info on how character advancement works)

Parent group



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