11-19-2018, 01:38 AM | #11 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Incompetence - wild divergence in price fairness
Quote:
Then I'd give him the skills he's good at, Fast-Talk, Running, Stealth, Running, Camouflage, Running, Streetwise, Running... Finally I'd make sure he has all the various flavors of Luck: Luck, Serendipity, Extraordinary Luck, Destiny, Ridiculous Luck... But not Daredevil. |
|
11-19-2018, 01:43 AM | #12 | ||
Join Date: Dec 2006
Location: Meifumado
|
Re: Incompetence - wild divergence in price fairness
Quote:
If we're applying Incompetence for non-core skills to core skills, we should at least make the character just as bad at them. Quote:
What I mean is - you're both saying that Incompetence is only a quirk if it applies to something you don't do often, but it's worth less than a quirk if it's part of your main skill-set. I don't see that as logical.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 11-19-2018 at 01:48 AM. |
||
11-19-2018, 02:04 AM | #13 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Incompetence - wild divergence in price fairness
Quote:
Quote:
If you want it to apply to your core skills? That's... sub-optimal. I'd ask you start by outlining a Character that is incompetent in it's core skills and we can see what it is you're looking to do. And if Rincewind is your go-to example, okay. But Magicing and Spells aren't his core skills/abilities, which I'm pretty sure I just outlined above. I suspect what you mean is "the character is incompetent at what other people think it's core skills should be, but is actually quite genius at doing completely different things". |
||
11-19-2018, 02:35 AM | #14 |
Join Date: Jun 2017
|
Re: Incompetence - wild divergence in price fairness
If you want a version of incompetence which is worth more points there are a few existing advantages that I would consider:
1. Social Stigma(Ignorant)/Social Stigma(Uneducated) -- If the skill is truly something important that everyone has, then they should have one of those social stigma. 2. Vow -- For skills important to a campaign, things like Vow(Will not use Guns) would be appropriate. I might even allow Vow(Will not learn guns). Things like Vow(Will not learn Astronomy) probably should not be allowed except at the quirk level in most campaigns. 3. Delusion -- For characters like Rincewind, Delusions of the from Delusion(I am a powerful Wizard) or Delusion(I am the best sword fighter in the world) would make sense. The combination Vow(Won't learn fencing), Delusion(I am the best sword fighter in the world), and Compulsive Behavior(Challenging people to duels) should be worth a whole lot of points. |
11-19-2018, 03:24 AM | #15 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: Incompetence - wild divergence in price fairness
Not relevant to the subject, but iirc, Rincewind could cast spells, at least in theory.
Discworld Spoiler : IIRC, Rincewind accidentally memorized one of the world creation spells. Until he cast it, there was no room for any more spells. And casting it, assuming the necessary requirements could be met, would have had world-ending consequences. . Another exemples of incompetence specialization would be characters that are competent in housekeeping except for cooking, in which they are lethal. (Akane Tendo in DSR ...) But rules wise, incompetence (and anti-talents) are in most cases free points, so making them large-scope make sense to prevent abuse. For a character that is effectively incompetent in something he would be expected / required to have, a secret is probably fitting on top of the quirk. Last edited by Celjabba; 11-19-2018 at 03:43 AM. |
11-19-2018, 03:38 AM | #16 | |||
Join Date: Dec 2006
Location: Meifumado
|
Re: Incompetence - wild divergence in price fairness
Quote:
Quote:
Actually, as Power-Ups 6: Quirks has College Incompetence as a mage's quirk, covering all the spells in a college, Rincewind would appear to have a more serious version of that. Quote:
Still, I feel there's some greater disadvantage in choosing to be useless at your core skills (for whatever story or character effect) than just having a quirk. You're choosing to play your character less than optimally, which is what Disads do. It feels like there should be some kind of reverse Unusual Background. I guess Pact with the GM is close to what I'm looking for.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
|||
11-19-2018, 05:32 AM | #17 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Incompetence - wild divergence in price fairness
Yes, but it's still a Quirk.
Quote:
Note though, there is evidence he was good a Thaumaturgy. Quote:
Quote:
* In that instead of a handful of Quirks and some actual Disads, you'll pretty much just have Incompetence at some higher value. But if you really want to have a run at it, there are Anti-Talents in Power-Ups 3 Talents. |
|||
11-19-2018, 05:38 AM | #18 | |
Join Date: Sep 2011
|
Re: Incompetence - wild divergence in price fairness
Quote:
From B169 under specialties: "An entry on the skill list may represent an entire category of closely related skills that share a single skill name. … Skills like this are marked with a dagger in the list. … You may learn skills like this any number of times with a different specialty each time, because each specialty is a different skill." As such, it seems the limitation on specialization should apply only to those skills where optional specialization is possible. Part of the problem is that unlike Melee Weapon which for example calls out Flail and Two-Handed Flail as separate skills, Guns and Gunner only refer to their skills as specialties. Thus it should be possible to only be incompetent at Guns (Shotgun) and collect the full -1 point Incompetence Quirk for it. On the other hand, the original problem in 3rd Edition was that you could, at least in theory, load up on points by being Incompetent at every skill that your character didn't take. Even if you avoided taking incompetence in skills defaulting from skills you did know, you could end up with a lot of free points. Now as then, the best solution would seem to be a hard limit on the number of times you can take Incompetence as a Quirk. Last edited by Curmudgeon; 11-19-2018 at 05:40 AM. Reason: changed skill to specialization |
|
11-19-2018, 06:23 AM | #19 | |
Join Date: Dec 2006
Location: Meifumado
|
Re: Incompetence - wild divergence in price fairness
Not by RAW- "Nobody can have Incompetence with more than one college."
But I think pushing Rincewind as an example is a problem because of how GURPS mechanically handles magic. Quote:
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
|
11-19-2018, 08:48 AM | #20 |
Join Date: Jan 2006
|
Re: Incompetence - wild divergence in price fairness
Most GURPS point costs assume someone who understands the character building system is making the character to not accidentally suck. Additionally, disads are stingy as heck - they pay the least amount of points needed to get players to take these interesting traits.
So yes, "Incompetence: Guns" is a terrible choice for many characters, but the assumption is you will just not take that quirk if using guns effectively is part of your plan for the PC. Incompetence, like most quirks, is there to encourage fun roleplaying. So it's not a terrible disad for a "GURPS:FMJ" game, but a fun bit of characterization for a "GURPS:M*A*S*H" game. If you want to play a soldier in a combat situation who is somehow unable to use their kit, that's fine, but talk to your GM. If they think it is ok they can probably find a price or alternative disad that is fair. (And if they think that price is still -1, then they do not want to encourage this PC for some reason.) |
|
|