Choosing Natural Adjective Ladders

By Fred Hicks, Lee Valentine, John Morrow, and Ian McDonald

This entire text is presented as Open Gaming Content under the terms of the Open Gaming License v 1.0 (see end of document).

Summary

Several role-playing games use adjectives instead of numbers to rate attribute or skill levels. In order to help game designers pick adjectives which are easy to remember, we surveyed English-speakers in the UK and US, including non-native speakers. We present our survey results, and a list with as many items as possible for which our respondents have a consensus order. Our suggested list is "Abysmal, Awful, Bad, Poor, Mediocre, Fair, Good, Great, Excellent, Amazing, Phenomenal".  

How we did it

We selected 24 words describing generic quality, starting with the thesaurus and winnowing away words which only applied in a particular context. We then surveyed 35 people, asking them to rank the words. We did this by handing out paper forms to friends, colleagues, and at role-playing groups; the sample included role-players and non-roleplayers, speakers of multiple dialects of English and people who had learnt English as a second language. We also recorded the respondent's first language, enabling us to track differences between American and British English, and notice which words were differentiated poorly in non-native speakers.

The words are: Abysmal, Amazing, Awful, Bad, Decent, Deficient, Dreadful, Excellent, Exceptional, Fair, Fine, Good, Great, Incredible, Inferior, Limited, Mediocre, Middling, Phenomenal, Poor, Superior, Terrible, Weak, and World-Class.

In the first part of the form, respondents were asked "How would you rate an adjective driver?" and given a scale from 1 to 10 on which they could circle a number. Hereafter, we call this one the scale.

In the second part, respondents were given the 24 words in a jumbled order, and asked to re-order them from best to worst either by rewriting them in order, or by putting "1" by the highest, so on down to "24" by the lowest. Hereafer, we call this one ordered.

Results in detail:

Rated on a scale from 1 to 10

Below is the mean and standard deviation of the ratings words were given out of ten. All 35 respondents rated words, except for "middling" (30 out of 35), abysmal, and fair (34 out of 35). They are grouped into words which have been ranked close to each other, and thus might be easily confused.

Adjective mean SD
Phenomenal 9.5 1.2
World-Class 9.5 0.6
Incredible 9.0 0.9
Amazing 8.9 1.0
Exceptional 8.7 1.1
Excellent 8.3 1.0
Superior 8.2 1.0
Great 8.0 1.1
Good 6.9 1.1
Fine 6.6 1.2
Decent 6.2 0.9
Fair 5.4 0.9
Middling 5.0 0.8
Mediocre 4.4 0.9
Limited 3.8 1.0
Weak 3.4 0.9
Deficient 3.2 0.9
Inferior 3.1 1.0
Poor 2.9 1.1
Bad 2.6 1.0
Awful 1.9 0.9
Terrible 1.8 1.3
Dreadful 1.9 0.9
Abysmal 1.3 0.8

Table 1: Scale Ratings

We also used these data to generate word orders for each person and discover how much agreement there is about the order of each one. We can calculate the "approval percentage" (the percentage agreeing with that order minus the percentage who would prefer the reverse, out of everyone who rated both words) for each combination of words (100% approval is abbreviated to "•"). The table below shows this for each combination - each word on the right names both a column and a row, and the intersection between the row of one world and the column of the less "positive" word shows the approval percentage for putting those two words in that order.:

94 94 94 94 94 94 94 94 94 94 93 94 94 94 88 80 77 77 57 48 45 17 phenomenal
80 68 74 48 37 31 world-class
97 97 94 97 97 97 97 97 96 94 97 97 91 71 59 54 28 14 incredible
94 94 94 97 57 42 54 11 exceptional
97 97 94 97 97 97 97 97 96 94 97 88 85 57 28 37 amazing
94 91 94 80 74 8 -17 superior
97 97 94 97 97 97 97 97 96 94 97 94 85 25 excellent
97 97 94 97 97 97 97 97 96 94 91 82 74 great
97 97 94 97 97 97 97 97 94 90 76 60 5 good
94 94 94 94 94 94 94 97 94 97 91 86 70 37 fine
97 97 94 97 97 97 97 97 94 86 55 decent
94 96 94 97 97 67 31 fair
96 93 86 93 90 93 96 90 83 60 36 middling
94 91 91 91 88 80 70 68 65 48 mediocre
91 74 88 85 71 60 44 34 22 limited
97 82 82 85 71 40 17 14 weak
91 68 77 74 54 25 11 deficient
78 58 64 58 35 20 inferior
85 60 68 62 25 poor
76 54 62 54 bad
47 -2 14 awful
38 -11 terrible
47 dreadful
abysmal

Table 2: Scale Approval Ratings

An approval rating can be negative. For example, the approval rating for the belief that superior is greater than excellent, rather than the other way round, is "-17%", showing that most respondents rate "excellent" more highly, despite the fact that the mean value assigned to superior is higher. This discrepancy is because whilst more people rate "excellent" higher, the ones who rated "superior" higher did so by a bigger margin, and the difference in mean value is tiny (0.013).

Ordered into a list

32 out of the 35 respondents who returned survey forms answered the longer second question and ordered the adjectives into a list. This figure shows the same order as above, with the approval rating of every combination. We can see that asking people to rank every word leads to higher approval ratings; this is expected, because respondents might have given words the same mark out of ten for question one, but ranked one higher for question two.

96 96 96 96 84 84 84 72 60 68 21 phenomenal
96 96 96 96 90 90 81 51 42 53 world-class
96 96 96 96 84 75 50 28 9 incredible
96 96 96 96 75 45 57 3 exceptional
96 96 96 96 75 60 60 amazing
96 93 90 93 33 12 superior
96 96 96 96 57 excellent
96 96 90 96 great
96 84 46 21 good
96 93 92 75 28 fine
96 90 68 decent
96 78 70 57 fair
96 96 92 96 84 25 middling
93 80 75 75 74 33 mediocre
93 75 83 80 59 limited
96 90 66 40 32 19 weak
96 87 93 58 36 31 deficient
96 93 96 54 10 inferior
96 93 93 59 poor
93 90 81 75 bad
75 33 15 awful
62 21 terrible
71 dreadful
abysmal

Table 3: Ordered Approval Ratings

The next two tables supply much more information, by rating for each combination of words:

  • the number of respondents agreeing with that word order
  • the number of respondents who think that the words should be the other way around
  • the number of respondents who think they should share a space on the word order

These are also the raw data used to generate the table above. To better fit the space, the full dataset is split into two tables, the top two-thirds, and the bottom two-thirds.

                               
32 0 1 31 0 1 32 0 1 32 0 1 28 0 5 29 1 3 29 1 3 25 1 7 24 4 5 24 2 6 16 9 8 phenomenal
32 0 1 31 0 1 32 0 1 32 0 1 30 0 3 30 0 3 29 2 2 22 5 6 21 7 5 22 5 5 world-class
31 0 1 30 0 1 31 0 1 31 0 1 27 0 5 26 2 4 21 5 6 16 7 9 12 9 11 incredible
32 0 1 31 0 1 32 0 1 32 0 1 27 2 4 21 6 6 22 3 8 14 13 6 exceptional
32 0 1 31 0 1 32 0 1 32 0 1 25 0 8 23 3 7 24 4 5 amazing
32 0 1 30 0 2 31 1 1 31 0 2 18 7 8 15 11 7 superior
32 0 1 31 0 1 32 0 1 32 0 1 22 3 8 excellent
32 0 1 31 0 1 31 1 1 32 0 1 great
30 0 1 29 1 3 19 4 9 15 8 10 good
31 0 1 29 0 2 24 0 2 26 1 6 17 8 7 fine
30 0 1 27 0 3 24 2 6 decent
28 3 1 25 3 3 18 3 5 fair
25 0 1 22 1 2 11 5 8 middling
27 4 0 17 7 6 mediocre
23 4 5 limited
weak

 
                             
31 0 1 29 0 2 24 0 2 26 1 6 17 8 7 fine
30 0 1 27 0 3 24 2 6 decent
30 0 1 28 3 1 25 3 3 18 3 5 fair
25 0 1 24 0 1 24 1 0 25 0 1 22 1 2 11 5 8 middling
29 0 2 26 2 2 25 3 1 25 3 1 27 4 0 17 7 6 mediocre
31 1 0 27 3 2 26 1 3 25 1 4 23 4 5 limited
32 0 1 31 1 1 25 3 5 17 4 11 17 7 7 17 11 3 weak
30 0 1 29 2 0 29 0 2 23 5 3 19 8 3 15 6 8 deficient
30 0 1 30 1 0 30 0 1 21 4 6 14 11 5 inferior
31 0 1 30 0 2 31 1 0 22 3 7 poor
31 1 0 30 0 3 28 1 4 27 2 4 bad
25 1 6 16 5 12 11 6 16 awful
23 3 6 14 7 12 terrible
25 2 5 dreadful
abysmal

Table 4: Detailed Ordering Data

Choosing the Ladder

Criteria

Our sample is clearly not large enough to do sophisticated analysis of the entire data set, but does show broad perceptions of words and permit trend predicting. This means we can make reasonable guesses about which combinations of words will be easiest for players to use without being confused about which word is higher.

Choosing a set of adjectives to use in a role-playing game is not solely a question of which combinations rank themselves the most clearly; it is also a question of which words fit naturally into the context of ability scores, outcomes, and challenge levels. We need to reject some because they fit less comfortably into the kind of sentences which turn up in role playing games. ("She is an adjective driver; that was an adjective performance; this is an adjective longbow." - perhaps even "That is an adjective challenge").

Our aim is to include as many as possible whilst retaining a consensus order.

Discussing the Survey Data

"Middling" did not poll well; a seventh of our respondents, and a quarter of our US respondents , did not even rate it. All 35 respondents rated almost all other words, the only three exceptions being one person failing to rate each of "Inferior", "Fair", and "Abysmal".

The split between "Great" and "Good" has an ordered approval rating of 96%, the clearest of two adjacent words, so those should be included. Going down from "Good", the next clearly approved rating is "Fair" (ordered approval 84%), and the one after that is "Mediocre" (ordered approval 70%). These straightforward choices are also the middle of the scale used by the leading "adjective scale" role-playing game. (Given this, it would have been interesting to see how "Superb" polled.)

"Decent" had enough separation that there might, if trends continue, be enough of a distinction between "Fair" and "Good" to slip it between the two if needed. We had expected differences with dialect, but the low approval of the ordering that "Good is better than Decent" was the same (at 46% ordered approval rating) for the British as for the English-speaking world at large.

Similarly to "Good" and "Great", "Bad" and "Awful" are an obvious choice (75% ordered approval for the gap), but only "Abysmal" can be used as a level below "Awful" without confusion.

The data are not as clear regarding what to use between "Bad" and "Mediocre", or for which words to use above "Great".

Between "Bad" and "Mediocre", "Limited" is too close to "Mediocre" (only 33% ordered approval, 48% scale approval) but the other words are close enough to "Bad" to confuse some users (54-66% approval). The highest approval belongs to "Weak". "Poor" has two fewer respondents agreeing with the ordering (out of 32), but the same number (3) disagreeing. So either "Weak" or "Poor" would be suitable between "Bad" and "Mediocre".

Above Great, the mean scale ratings group the adjectives into three sets:

  • Excellent & Superior
  • Exceptional
  • Incredible & Amazing
  • Phenomenal & World-Class

For Excellent & Superior, the mean values on the scale (Table 1) and the consensus ordering (Table 3) disagree with each other. As ordering "Superior" (subjectively, a relative term begging the question "superior to what?") above "Great" only has a 33% ordered approval rating, we cannot use it. "Excellent", on the other hand, might remain an option, depending what words are used above it.

At the high end of the scale, "Phenomenal" gives most room for fitting other words beneath it, so we used it.

Exceptional comes between Incredible and Amazing when we ask people to place words in order, so we should examine these as a group of three words. Looking at Table 3 and comparing these three words to "Great", "Excellent", and "Phenomenal", we see at least 60% ordered approval for all comparisons except "Exceptional is higher than Excellent". In fact, checking the ordering relative to "Great" and "Phenomenal", "Exceptional" is always the least certain comparison. This makes subjective sense - after all, an exception can be bad as well as good, so we should expect this word to be interpreted more ambiguously.

Final Choices

The survey data are quiet on some points:

  • Whether to use Weak or Poor
  • Whether to use Incredible or Amazing
  • Whether to use Excellent at all

Because "Weak" has specific associations with "Strength", we chose "Poor" to be part of the ladder.

Whilst deciding between "Incredible" and "Amazing", we examined the literal meanings of "Amazing" (as something which amazes) and "Incredible" (as something one cannot believe in), considering not just which literal meaning fitted in better with using the word in play, but also which word was most likely to be used literally. We finally chose "Amazing" on those grounds.

We had long discussions about whether to include "Excellent". Two thirds of users actively agreed that "Excellent" was better than "Good", yet none disagreed that "Amazing" or "Incredible" were. We finally decided that including an eleventh word in the scale -allowing it to run from zero to ten - was worth the inconvenience to the one user in 11 who disagreed.

Using Our Suggested Ladder

This is the best representation of a set of “ranked” terms we could determine, based on the results of our survey. After much discussion, we have boiled the list down to a comfortable eleven — small enough to aid easy memorization, big enough to cover a wide range of description with manageable detail. Here is the list, ordered from “most positive”, to “most negative”:
Phenomenal
Amazing
Excellent
Great
Good
Fair
Mediocre
Poor
Bad
Awful
Abysmal

Table 5: The Adjective Ladder

The most basic aspect of this ladder is its most obvious: starting at the bottom, the terms indicate progressive levels of improvement. These adjectives may be applied however you like, and are most often used to rate abilities, stats, skills, and in some cases, difficulties or outcomes, in your own game. This ladder does not dictate the numerical meaning (if any) that these terms might have in a game, so long as the order of the terms, and the terms themselves, are kept constant. That said, they offer three obvious possibilities:
 
Centre-weight Range Out of ten
Phenomenal +5 20-21 10
Amazing +4 18-19 9
Excellent +3 16-17 8
Great +2 14-15 7
Good +1 12-13 6
Fair +0 10-11 5
Mediocre -1 8-9 4
Poor -2 6-7 3
Bad -3 4-5 2
Awful -4 2-3 1
Abysmal -5 0-1 0

Table 6: Ways to use the Adjective Ladder

Centre-Weight: Because the ladder has eleven terms, one can easily choose Fair as the middle-point. This method gives a range of bonuses and penalties running from +5 to -5, which neatly fits the bonuses and penalties of any number of other systems, and as such can be used as a general guide for converting material from those systems.

Range: This example's numbers best fit a 3d6, 2d10, or 1d20 based distribution, but in general terms, a range-based translation of the adjective terms is gives you the opportunity for some finer grain within each rung on the ladder, which may be attractive. This is also obviously compatible with a wealth of OGL material already available.

Out of ten: Because the ladder has eleven terms, it is also very easy to link it to an intuitive "Score out of ten", which is almost as natural language as the adjectives themselves, and a common choice in RPG systems.

However you choose to use this ladder or our survey results, we hope that you will be able to use natural language in a way that is easy to remember and flows smoothly in your games.

Acknowledgements

Carl Davis for helping with the survey and discussions, Reimer Behrends, and Rob Donoghue for discussions, members of "Dragons on the Hill RPG Club" and other survey respondents for taking the time to complete our survey. Naturally, this article is written as a consensus after much discussion and we do not all agree with every part of it.

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Chooing Natural Adjective Ladders Copyright 2006, Fred Hicks, Lee Valentine, John Morrow, and Ian McDonald.