numerical values comprises several steps that are not always distinct: (a) Obtain a set of values and (b) select the statistics to assign them to Assign the values to the statistics Possibly adjust statistics scores by “shifting around” (stat) levels. Example: In Castle Falkenstein, abilities are the only type of statistic. Each player gets the same pre-defined set of scores (1a) and can freely choose (1b) which abilities he wants them to assign to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3). Obtaining and assigning values Games that don't use point distribution to determine all statistics values typically use different methods for different types of statistic: In general, there are comparatively few attributes, and each one explicitly is assigned a value. Conversely, there are generally a rather large number of skills, and each character learns only some of them while the others are left at their respective default values. Here are some examples: To determine attribute values in Basic Dungeons & Dragons, Marvel Super Heroes, or Stormbringer 3rd edition, for example, the player rolls once (1a) for each attribute (1b) and must use whatever result occurred on the dice for that statistic (2). If for different attributes a different number of dice is used (as is the case for non-humans in Palladium, for instance), this is the most feasible option. D&D 3.5, on the other hand, allows the player to first randomly generate a number of values (1a) and then assign (2) each attribute one of them (1b). For determining skill values, Stormbringer 3rd edition combines two methods: Some of them (1b) are predetermined (1a, 2) by the character's randomly chosen profession (and race). The player then selects a randomly determined number of additional skills (1b) and rolls dice (1a) to determine starting values for them (2). Adjusting scores Some creation systems use a mix of point-distribution and random generation; most common among these are variant rules that allow, for instance, the alteration of the initially random stats by taking a reduction of one trait in order to increase another. Often, such adjustments are made at a penalty, applying a two-for-one cost, for instance. Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession. In Dungeons & Dragons, for example, non-human races