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Old 06-07-2017, 08:57 AM   #8
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default Re: [Basic] Advantage of the Week (#42): Double-Jointed, Flexibility

Quote:
Originally Posted by simply Nathan View Post
Double-jointed, in my experience, brings connotations of circus contortionists who can bend their elbows, knees, and the like almost completely backwards. While "flexible" would be an adjective I'd more likely use on someone who was generally good at squeezing out of tight spaces or climbing and the like, but not to that extreme.
I just wish to be clear: are you merely sharing your experiences to explain why the names were swapped in 4e or trying to argue that this means the 4e naming scheme is "right" while the 3e naming scheme is "wrong"?

Either is fine, I just can't tell for sure. Re-reading my own previous post, I probably shouldn't have continued on from my initial point: local language usage of the terms where I lived reflected the Third Edition relationship, and since I do not doubt you, that means I now realize it can vary from place to place. I may even be part of a scant minority. ^^'

Quote:
Originally Posted by Flyndaran View Post
I've only ever heard double jointed used to refer to hyper mobility, not slightly more flexible than average.
A quick side point: "hypermobility" would have been an excellent replacement term for both these traits. Just have it be a leveled trait. :)

Okay, so I too have not heard double-jointed used to refer to someone slightly more flexible than average. My point was that if we are going to use "double-jointed" to refer to one of the two GURPS traits involving increased flexibility, I'd use it as the lesser of the two because I associate it with stupid human tricks.

If I were designing a GURPS trait based on it, it would be a zero-point feature because it will rarely be useful other than maybe getting a laugh, and could just as easily disgust the viewer. I had some ideas for a Perk with it, but that requires getting into some of the discussions you'll find in the links section, and have run out of time for making this comment.

Oh, and as a general point; contortionists (both real world and in GURPS) don't have to be double-jointed (or have Double-Jointed). I'd recommend having those traits if you were scratch building your character (or considering careers/hobbies in the real world), but they are not required. Even in GURPS: if you suddenly had to pose as a contortionist, you'd have to sink a lot of points into the correct Skills, but it could be done.
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