No Stat Atrophy: Difference between revisions

no edit summary
m (clean up)
No edit summary
 
(4 intermediate revisions by 4 users not shown)
Line 1:
{{trope}}
In [[Role -Playing Game]]s, once a stat is increased it will usually never decay on its own accord. If a character uses a bow, say, and uses it a lot for a while his archery skill will increase. If he subsequently never uses it again, the skill level will remain constant no matter how long it was since he used it last. Games that track the characters' age will usually not simulate the weakening effects of aging.
 
This is one form of [[Acceptable Breaks From Reality]]; most players would find it tedious to constantly use various skills to prevent them from decaying. Often it's compensated by the way stats scale up as the game progresses, such that enough archery skill to kill same-level enemies at level five can't scratch them at level 20.
Line 8:
As this trope is almost always used in video games, only exceptions will be listed.
----
=== {{examples|Exceptions ===}}
 
== Dating Sim ==
 
* The H-Game ''[[True Love]]'' had several stats which would influence random encounters and events, if you didn't keep these up then you'd be slacking off and miss out on some interesting plot.
* ''[[Shira Oka: Second Chances]]'' decreases points in skills that aren't necessary for the particular activity you're doing each week (i.e. if you choose to study art and literature, you may receive a slight decrease in your math skills until you choose math as your next activity), so it's important to try to switch up your activities every week to keep from falling behind.
 
== [[Massively Multiplayer Online Role Playing Game|MMORPGs]] ==
* In ''[[EVE Online]]'' your skill points can decrease drastically upon death unless you've prepared a clone, which costs a tidy sum.
** Having a Strategic Cruiser blow up around you will decrease a rank in a (random) SC skill (the skill setup for the ship type is... complicated). Ejecting before it blows or self-destructing will avoid this.
Line 39:
* In ''[[Nethack]]'' stats can be exercised and abused, causing them to rise and fall accordingly. For example, starving makes you feel weak, eventually causing your strength to deplete. However, losses due to abuse are considered the same thing as stat drains from monsters, and can therefore be "cured" in certain ways.
** Memorizing a spell from a spellbook imparts it to memory for a fixed amount of time, after which is must be re-memorized. In the spin-off ''Slash'EM'', however, reading a spellbook commits it to memory for a much shorter amount of time, but every time you cast the spell boosts how long it will stay memorized, so a spell you use all the time will only need to be memorized once, while spells that are rarely used will quickly fade from memory.
* Starting in DF2010, ''[[Dwarf Fortress]]'' implements a very rough system of skill decay with very rough indication: a dorf who doesn't use a skill for a while will become "rusty", and then "very rusty". Most effects of this aren't known, but it is known that a dorf who stays "very rusty" for too long will suffer permanent experience loss in that skill. There are even less known rules for attributes rust, though it's slow enough to be noticeable mostly in extreme circumstances.
** E.g. "Dwarven Child Care" experiment - little dorfs were isolated so that they didn't have old friends (death of creatures to whom dwarves were attached made them not only surly, but prone to violet tantrums) and were [[The Spartan Way|forced to fight small animals]] to develop combat abilities and desensitize. This led to one physical attribute raised, but one mental attribute degrading (noticeably on the broad levels of description screen), soon after its end the physical attribute dropped back, along with one more physical and one mental attributes.
 
== Role Playing Game ==
Line 63 ⟶ 64:
== Tabletop Games ==
 
* Some tabletop RPG systems, such as ''[[Dungeons and& Dragons]]'': Characters can age, decreasing their physical stats while increasing their mental ones, and there are many spells and monster abilities that can permanently drain statistics or even levels.
** ''[[Order of the Stick]]'' lampshaded an odd side-effect of this: since Wisdom is undeniably a mental stat, and therefore increases when you age, and since perception-type skills use your Wisdom stat, your vision and hearing actually get ''better'' with age, as opposed to real life.
** However, skills rarely decay so if you keep training at a faster rate than you're losing stat points you can still be the best swordfighter in the universe even if you can barely stand up.
*** At least until you die of old age.
** The XP penalty seems to be a nod to this trope, although it's not related to aging. In 3rd edition, if you have levels in two classes and neither is favored for your race, you receive a 10% experience penalty. The assumption is that when you're not adventuring, you're training to keep up your skills, and this becomes more difficult if you're training in multiple disciplines. Unfortunately it was poorly designed and meant that a Fighter 1/Paladin 1/Monk 1/Ranger 1/Rogue 1/Cleric 1 takes no penalty at all, but a Fighter 4/Rogue 2 ''did'', which combined with how much more work it is adjusting every experience gain for each character naturally led to no group ''ever'' using these rules.
* In ''[[GURPS]]'' your stats drop as you age and start dropping faster as you reach the limit of your species lifespan. If a stat reaches zero the character dies naturally, though in practice a stat below 5 can quickly be lethal even in domestic life.
** Technically skills fade if you unused (unless you have an Eidetic Memory) but that's usually a bit of book-keeping that no one finds necessary.
Line 83 ⟶ 84:
== Wide Open Sandbox ==
 
* ''[[Grand Theft Auto: San Andreas|GTA: San Andreas]]''. Physical exertion will consume the character's energy, first in the form of his reserves of body fat. If that is used up, his muscles will start to decay, making him weaker.
** This is also an example of why it's rarely used. Many gamers complained about having their wanton violence, setting things on fire and parachuting off of high buildings interrupted by mandatory visits to the nearest restaurant. It was removed in Grand Theft Auto IV despite it being the most realistic of the series otherwise, possibly due to complaints.
* In ''~Sid Meier's Pirates~!'', all your stats (but swordfighting and dancing in particular) decay as your pirate ages. Choosing Medicine as your preferred skill at the start of the game reduces the effect somewhat.
Line 93 ⟶ 94:
{{reflist}}
[[Category:Acceptable Breaks From Reality]]
[[Category:No Stat Atrophy]]
[[Category:CRPG Tropes]]
[[Category:No Stat Atrophy{{PAGENAME}}]]