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===Character actions and abilities=== [[File:Scourge character information.png|thumb|right|Character information and inventory screen in a typical computer role-playing game. Pictured here is the [[roguelike-like]] ''S.C.O.U.R.G.E.: Heroes of Lesser Renown''. Note the [[Paper doll (gaming)|paper doll]] in the top left portion of the image.]] Most of the actions in a Role-Playing Game are performed indirectly, with the player selecting an action and the character performing it by their own accord.<ref name="fundamentals"/> Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at a particular action will increase.<ref name="fundamentals"/> Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions.<ref name="fundamentals"/> Games often let the player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's [[avatar (computing)|avatar]].<ref name="fundamentals"/> An example of this would be in ''[[Baldur's Gate (video game)|Baldur's Gate]]'', where if the character created by the player dies, the game ends and a previous save needs to be loaded.<ref name="gamespot-bg-review">{{cite web|last1=Desslock|title=Baldur's Gate: Tales of the Sword Coast Review|url=http://www.gamespot.com/reviews/baldurs-gate-tales-of-the-sword-coast-review/1900-2538171/|website=Gamespot|publisher=CBS Interactive Inc.|access-date=December 18, 2015}}</ref> Although some single-player role-playing games give the player an avatar that is largely predefined for the sake of telling a specific story, many role-playing games make use of a [[character creation]] screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or a mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble the ''Dungeons & Dragons'' ruleset.<ref name="fundamentals"/><ref>[[#AdRol|Adams, Rollings 2003]], pp. 358β361</ref><!--The ref is about most of this para--> Some role-playing games make use of [[Magic (gaming)|magical powers]], or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume a spell, as ammunition is consumed by a gun, most games offer players a finite amount of [[mana (gaming)|mana]] which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives.<ref name="fundamentals"/> Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of the player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game.
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