Editing RPG Lexica:GHI

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;Graininess: Role-playing games almost universally use number scales to define characters. D&D, for example, uses the now classic 3-18 scale to rate six basic attributes, such that a character with a Strength of 14 is mightier than one with a rating of 8. From a design perspective, it can be advantageous to instead use a limited scale, such as 1-6, to help keep numbers manageable. The drawback is that with a lesser range, the steps become more significant, and it can become difficult to model characters who are only slightly better or worse than each other. Designers refer to this problem as Graininess, in reference to old poor quality photographs in which large grains of pigmentation were individually visible, and thus blurred the detail of the larger image.
 
;Graininess: Role-playing games almost universally use number scales to define characters. D&D, for example, uses the now classic 3-18 scale to rate six basic attributes, such that a character with a Strength of 14 is mightier than one with a rating of 8. From a design perspective, it can be advantageous to instead use a limited scale, such as 1-6, to help keep numbers manageable. The drawback is that with a lesser range, the steps become more significant, and it can become difficult to model characters who are only slightly better or worse than each other. Designers refer to this problem as Graininess, in reference to old poor quality photographs in which large grains of pigmentation were individually visible, and thus blurred the detail of the larger image.
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:In some contexts, graininess refers to the number of differentiated skills or abilities that characters may take.  For example, a game with only one physical statistic (such as Body) is grainier than a game with three physical statistics (such as Strength, Agility, and Toughness).  The grainier method is faster, but makes it difficult to distinguish between characters who are tough but slow and those who are weaker, but lithe and quick, and usually requires some external method for making such distinctions.  By contrast, excessively "smooth" systems may require characters to be defined in terms of an unwieldy number of areas, which makes character generation slow, and produces unclear distinctions between abilities (such as Exalted, which includes both Perception and Awareness, and both Charisma and Manipulation).
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:In some contexts, graininess refers to the number of differentiated skills or abilities that characters may take.  For example, a game with only one physical statistic (such as Body) is grainier than a game with three physical statistics (such as Strength, Agility, and Toughness).  The grainier method is faster, but makes it difficult to distinguish between characters who are tough but slow and those who are weaker, but lithe and quick, and usually requires some external method for making such distinctions.  By contrast, excessively grainy systems may require characters to be defined in terms of an unwieldy number of areas, which makes character generation slow, and produces unclear distinctions between abilities (such as Exalted, which includes both Perception and Awareness, and both Charisma and Manipulation).
  
  

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