03-05-2019, 10:43 AM | #41 |
Join Date: Jun 2017
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Re: Disads: the Second Best CP Deal in GURPS
And it's not any easier to keep track of: I've played in numerous games with the meta-currency variant, and my GMs haven't been good about remembering to tweak my disads. In many cases I might as well not have had any.
It might be more balanced (depending on how necessary the currency is), but I never had any more fun. |
03-05-2019, 11:15 AM | #42 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Disads: the Second Best CP Deal in GURPS
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03-05-2019, 05:27 PM | #43 | ||||
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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03-05-2019, 05:51 PM | #44 |
Join Date: Feb 2016
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Re: Disads: the Second Best CP Deal in GURPS
I do not know, I have always liked Berserk. Now, below a self-control number of '12', Berserk is quite dangerous, but I think that it is acceptable for the most part (though Berserk superhumans are really dangerous).
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03-05-2019, 06:25 PM | #45 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Disads: the Second Best CP Deal in GURPS
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03-05-2019, 07:58 PM | #46 | ||
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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03-05-2019, 08:04 PM | #47 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Disads: the Second Best CP Deal in GURPS
I don't know where this has come from*, but I've noticed a trend the last few years of people blowing Disadvantages up to be more deadly, unforgiving, or inconveniencing than they should be.
* As in where this seed was germinated. Are John Wick's terrible "Play Dirty" articles being passed around again? |
03-05-2019, 08:21 PM | #48 | |||
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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I have never seen this done, or even attempted. I have seen some other munchkinisms, however, but they never lasted in play as almost all munchkinisms have at least one glaring and exploitable weakness. Quote:
Also not seen this done ever. I have seen an enemy that everyone had, though. But I don't run with or run munchkins. They get weeded out one way or another. Quote:
These are normal and unexeptional uses. Overall, I've not really had any problems over my time as a GM with RAW. But I suggest alternatives or--very seldom--say 'no' to unplayable disad comboes in character generation. And I do use them when making session notes, so they get poked and used.
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03-05-2019, 09:34 PM | #49 | |
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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With that said, I find Trickster to be fairly annoying with the daily rolls. Because of the way time works in the game, this can be super annoying if you're having a lot of time pass (a sea voyage, time in town, etc.) and then need to insert multiple trickster montages. Fun once in a while, but after the third time the bard needs to outsmart the wandering monster, everyone wants to tie him up so they can just get to the dungeon already. Similarly, in a zoomed in dungeon, it might take multiple play sessions for a day to pass. I prefer things that are linked to session time: once per session, or something like that. Then it can be inserted more organically. |
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03-05-2019, 09:51 PM | #50 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Disads: the Second Best CP Deal in GURPS
With enemies that one CP has, it's not about mucnkinism. The problem is that the enemy goes after the PCs that's bought them, and the rest of the party closes ranks around that PC, usually without even needing to have bought Codes of Honour of Senses of Duty that require it, because most groups' social contracts include them as an unspoken assumption. Having closed ranks and fought off the enemy, they have now made an enemy of that enemy too, and as it's 'in play' they get no points for having done so. Nobody need have ill or even slightly munchkinny intentions for this to occur.
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disadvantage limit, disadvantages, gurps, quirks |
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