03-06-2019, 02:17 PM | #61 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Disads: the Second Best CP Deal in GURPS
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I might quibble about looking at the Medusa, but I certainly agree that this is a character who is likely to get into a lot of unnecessary trouble. As GM, I would dissuade a player from that combo in a gritty or realistic campaign where thoughtless actions can lead to a quick and messy death (or could put the rest of the team in serious jeopardy). In a more cinematic register, it could work, but I would also expect them to have SoD (Adventuring Companions) and would make sure that one or more of the other PCs were more level-headed and willing to keep this one in check. Yet another reason why it's important to think about this stuff as a team. For some groups, it can be tons of fun to have a few characters who need a tight leash. For others, it's an obnoxious headache. In most long-term campaigns, my players have slowly mellowed some of their mental disads over time to reflect their growth. Sometimes they buy them down, convert to a quirk, or improve the control number; other times they replace them with other disads that seem appropriate or use story events to explain buying them off entirely. This also helps keep things fresh at the table. It might be fun to hold back the impulsive klepto for the first campaign arc, but after a year or two of play, it can get stale. |
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03-06-2019, 03:57 PM | #62 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Disads: the Second Best CP Deal in GURPS
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There is nothing in that combo that says "Drink a bottle of cyanide because you don't know it tastes like, you'll probably be fine, and don't stop to think about it". Again, it's -35 points not -100. Stop inflating things. Now, that isn't to say that some things don't catastrophically combine. I don't expect the Bad Temper, Berserk, Hemophiliac, with Low HT, low HP, and the Vow "Never Wears Armor" to survive. But then when someone piles up somewhere around -90 in disads, I'm willing to accept that they mean to die bloody... |
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03-06-2019, 04:04 PM | #63 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Disads: the Second Best CP Deal in GURPS
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Note: I'm not talking about disads acquired during play, those tend to get removed as fast as the Players can contrive to see it happen. Quote:
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03-06-2019, 04:26 PM | #64 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Disads: the Second Best CP Deal in GURPS
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But, ultimately, that's probably why some of the players bought off or adjusted their disadvantages. It became clear that it wasn't going to make sense for the rest of the group to continue putting up with their issues. The players, thus, tempered their characters to allow the team to function better. I've also definitely had players who retired characters who didn't, ultimately, fit the tone of the game. We had a character who was far too trigger happy with his crossbow (impulsive? bad temper? bloodlust? I can't remember) and after getting the entire group in trouble with the local mafia, the rest of the players made it clear that his character was creating unacceptable problems. This actually made for a fairly dramatic "breakup" scene in the game. I tend to be very generous if people want to adjust their characters after play begins. I want them to have fun playing them, so if there's a plausible way to explain changes, I'll go with their plans. |
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03-06-2019, 05:08 PM | #65 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Disads: the Second Best CP Deal in GURPS
I've changed quite a few, paying a few points to do so. Lecherous replaced by a Loved One dependent; Post-Combat Shakes bought off entirely when I learned how hard it can bite; Greed replaced by Honesty and Charitable with better self-control numbers . . . characters change.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
03-06-2019, 05:22 PM | #66 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: Disads: the Second Best CP Deal in GURPS
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The munchkin is the player that has taken the enemy without checking with the other players or, possibly, the GM. The way I'd play it if that ever got past character generation is that the other PCs would get a bonus CP for getting drawn into someone else's enemy every time it triggers. This would only count for an enemy big enough to challenge the party, of course, but the point is to cover that circumstance. From the first post, 'Enemy, very powerful, all the time' is going to get old very quickly and the other PCs are likely to want to take it out of the picture. So the PC with the enemy either buys it off or down with all earned points, or the enemy gets him on his own and takes him out.
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Paul May | MIB 1138 (on hiatus) Last edited by Kax; 03-06-2019 at 05:32 PM. |
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03-06-2019, 06:16 PM | #67 | |
Join Date: Feb 2016
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Re: Disads: the Second Best CP Deal in GURPS
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03-06-2019, 06:32 PM | #68 | |
Join Date: Mar 2010
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Re: Disads: the Second Best CP Deal in GURPS
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Depending on the $thing they aren't familiar with, it is entirely possible for a character to enter play, fail a single roll and then effectively commit suicide ... for 5 points. Again, absent house rules to contrary. Most groups don't consider the above acceptable. They go, "That's stupid!" and change the rules of the game without really thinking about it. You can't rely on groups doing that though; some don't. And here, in these forums, we can't say anything meaningful about a group's house rules if we don't even know the change has happened. RAW, GURPS Disadvantages are of such severity that a player should stop and think about what it means and whether they're okay with that before putting it on their character sheet. Last edited by Sunrunners_Fire; 03-06-2019 at 06:35 PM. |
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03-06-2019, 07:33 PM | #69 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Disads: the Second Best CP Deal in GURPS
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There are also textual examples of play in the rules that don't enforce this type of "RAW." The sample at the end of DFRPG Exploits (pp. 103-104), for example, includes Puddin' Noddington, a character with Curiosity (self-control 9). The example opens with her lounging around instead of investigating the super interesting locked entrance to the catacombs. Admittedly, this relates to her laziness disadvantage and maybe she made the roll before play began. Later, when Puddin' hears movement from ahead, she raises her hand to stop the group and allows Yvor to step in front of her. No mention of a self-control roll to avoid racing forward to take a look at the exciting vampire. Later still, when Puddin' finds a chest that appears unlocked, she doesn't trust it's appearance and chooses to lower it down on a rope so that Uncle Seamus can check it with Detect Magic first. I'm sure she would have needed to roll if the others wanted her to leave the chest behind, but nothing prevented her from taking precautions before opening it to find the goodies inside. To me, this sounds like she's "naturally very inquisitive," as the first line of Curious says, without being a lunatic. |
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03-07-2019, 03:29 AM | #70 | |
Join Date: Oct 2007
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Re: Disads: the Second Best CP Deal in GURPS
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Curious on its own does make you investigate situations you aren't familiar with, but still allows you to take precautions before doing so. When combined with Impulsive you're going to act on that curiosity before thinking things through, unless it there are clear indications you can't handle things on your own. And that's where Overconfidence comes in to broaden the scope of what you think you can handle to a point where it's no longer realistic. The example of Puddin' is one where two disadvantages go against each other to allow the player to (at least some of the time) pick and choose which one to play up in the moment. |
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Tags |
disadvantage limit, disadvantages, gurps, quirks |
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