04-30-2012, 01:44 PM | #71 | |
Join Date: Nov 2005
Location: Midwest, USA
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Re: [DF] Making Bad Temper Bad for Murder Hobos
Okay, I'm sick in bed and the drugs are really kicking in so this will be my last post for several hours.
Wow! I've like, doubled my post count here! XD Quote:
About the OPH and the other disad, I just took one and went with it, but a case could be made all the way around. As long as you're not role playing in a way to circumvent your disadvantage. But, why do that? It's fun! When you have to eat crow over it, then oh well. It happens. Toodles! XD |
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04-30-2012, 01:49 PM | #72 |
Join Date: Nov 2009
Location: Oregon
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Re: [DF] Making Bad Temper Bad for Murder Hobos
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04-30-2012, 01:50 PM | #73 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [DF] Making Bad Temper Bad for Murder Hobos
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The problems I have with that are primarily: a) In both real life and fiction, there exist a continuum of the majority of potential personality flaws that ranges from harmless foible to suicidal insanity. Having no way to model anything but the most extreme of that range is poor game design. b) From a roleplaying and gamemastering point of view, a personality flaw that occasionally causes complications is more interesting and desirable than one that will lead to suicide in short order. For optimal fun, I've found that it's better for characters to be slightly flawed, not balls-out insane. Interpreting disadvantages so that they represent genuine problems that land the characters in trouble from time to time, is therefore a good thing. Interpreting them so that they provide a hard-wired compulsion for the character to always act in a manner guaranteed to make it impossible for him to survive in any society except possibly that of insane mutant cannibal clowns, however, is a bad thing. For one thing, it actually reduces the incentive to roleplay, because it tends to reduce all choices down to not-really-a-choice-at-all, i.e. succumbing to the disadvantage, regardless of situation, motives, goals or mood. c) From a logical point of view, the point value of a disadvantage should not be lessened for Self-Control number if that number does not represent a valid way of preventing the disadvantage from causing distressing and potentially game-ending catastrophes. By Stripe's interpretation, all disadvantages should have more or less the same value, which seems to be [infinite points], because if a character has a disadvantage, he will be unplayable in anything but a silly campaign. d) For real people, it tends to be at least possible to restrain oneself from giving in to even the most crippling personality flaw, if the situation warrants it. In a life or death situation, this goes double or triple. People who have absolutely no control over their reaction to and action subsequent to their impulses, compulsions or phobias, are not playable characters, they are mental patients who require padded cells and constant vigilance by trained professionals.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 04-30-2012 at 01:53 PM. |
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04-30-2012, 01:52 PM | #74 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Making Bad Temper Bad for Murder Hobos
That doesn't mean that if you choose to wave the roll you can choose to succeed at it. It means that if you choose to waive the roll you automatically fail. That's what "you can always give in willingly" means. If you choose to fail it, you therefore suffer the same consequences as though if you rolled and failed.
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04-30-2012, 03:11 PM | #75 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] Making Bad Temper Bad for Murder Hobos
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04-30-2012, 05:11 PM | #76 | |
Join Date: Jul 2008
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Re: [DF] Making Bad Temper Bad for Murder Hobos
Quote:
If you make all Self Control rolls equivalent to 'No roll, fail automatically', then you can't. Also, the point values for those disadvantages look really stupid that way.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-30-2012, 05:33 PM | #77 | |
Join Date: Sep 2008
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Re: [DF] Making Bad Temper Bad for Murder Hobos
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04-30-2012, 05:42 PM | #78 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Making Bad Temper Bad for Murder Hobos
It also never says that it's bad roleplaying to roll. The roll wouldn't exist if the intent wasn't that you'd use it at least on occasion.
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04-30-2012, 06:41 PM | #79 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [DF] Making Bad Temper Bad for Murder Hobos
Quote:
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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04-30-2012, 07:01 PM | #80 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Making Bad Temper Bad for Murder Hobos
Quote:
The "internal struggle" previously mentioned only exists at the quirk level, or when the SC check is passed. If you fail the SC check, you have no internal struggle: you go straight into the disad. So, if you figure your character will always be angry whenever I call for the check, you might as well take the SC 6 and get as many points for the disad as you can. If you want to dabble in it and maybe have a risk of losing control, but keeping a lid on things when it counts, take a 15. If you're not sure and/or hate halvesies (because -7 from Lecherousness or what have you is annoying), take the 12. I'm pretty sure that's RAW, though.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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disadvantages, dungeon fantasy |
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