02-26-2017, 02:25 AM | #31 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What does Unfit apply to?
Sure, but what does the double FP cost apply to? The answer probably isn't "nothing". It might be "everything" or "everything except spells" and I think a literal reading, at least supports this.
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02-26-2017, 02:26 AM | #32 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: What does Unfit apply to?
Okay, I may have phrased my original point badly. I think that Unfit, as written, is underpriced.
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02-26-2017, 08:13 AM | #33 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What does Unfit apply to?
IMO, Unfit applies to all non-Supernatural FP expenditures, just as Very Fit does.
It's just that unlike Very Fit, you can always double a 1 into a 2, where Very Fit often doesn't affect Extra Effort in Combat. And yes, Anders, just like Megalomania, I think Unfit is deliberately underpriced. |
02-26-2017, 02:22 PM | #34 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What does Unfit apply to?
I suspect it is underpriced because it is an "everyman" disadvantage that many modern people should have, and it needs to fit in a -12 point disadvantage limit.
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03-01-2017, 01:50 AM | #35 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: What does Unfit apply to?
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03-01-2017, 02:18 AM | #36 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: What does Unfit apply to?
Ouch. At this point Unfit seems extremely nasty for [-5]. Especially compared to just getting -1 FP [-3] and Easy to Kill 1 [-2].
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03-01-2017, 10:24 AM | #37 |
Join Date: Nov 2009
Location: GMT-5
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Re: What does Unfit apply to?
Thanks PK!
Vicky_molokh, would this explanation qualify for the uFAQ? There did seem to be a bit of confusion before PK cleared it up. |
03-01-2017, 02:12 PM | #38 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: What does Unfit apply to?
For that reason, I don't think I'll apply it to extra effort in combat (assuming I ever see a PC with it). I think it's overkill for -5 points, the other penalties easily are worth 5 pts of inconvenience, and when I allow EE it tends to be a big part of the game. I would probably give -5 or -10 for no EE in combat by itself based on my games. Either that or bump Unfit up to -10 or -15 because it would be roughly equivalent to -3 to -5 fatigue.
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03-01-2017, 05:35 PM | #39 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What does Unfit apply to?
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03-01-2017, 06:42 PM | #40 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: What does Unfit apply to?
I agree that Unfit is fine at -5 - all the stuff it penalizes are either stuff you can choose to avoid (e.g., Extra Effort), or they're things that a lot of Unfit character concepts can avoid (wizards who levitate everywhere, nobles with servants to carry them about, and so on). Too much higher, and it would be more "free points" for the sort of character who would take it. Also, keeping it at -5 makes it much easier to buy off, which is an important thing, I think. The narrative arc of "out-of-shape individual goes on an adventure, gets into much better condition" is, while hardly a defining concept, still a pretty common one. Too much more expensive, and I think you'd just see a lot of characters not take Unfit at all, rather than taking it and buying it off over a couple of sessions.
However, that said... I don't think using a disadvantage limit as the logic makes much sense for this. Disadvantage limits are an optional rule in the first place, and I don't believe they're intended for NPCs in any case - NPCs should just have whatever disadvantages make sense for the their character concept. Even if we're talking about very low-value player characters, I don't think using "half your character point total" as the disadvantage limit makes much sense. The "half your total" rule breaks down at either high or low point values. For a character built on 25 points, I'd just use -25 points, or even higher, as the disad limit. |
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