10-25-2019, 12:00 AM | #11 |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: [Basic] Disadvantage of the Week: Overconfidence
Back in our long running 3rd ed Cliffhanger campaign several characters had one or more of Overconfidence and Impulsiveness.
The German nobleman turned foreign legionaire and the Texan stuntman both had Overconfidence and at least one had Impulsiveness My own character, an Australien archeologist/tough guy had Overconfidence and Jealousy. So whenever one of the others did something impulsive and overfonfident, he was sure he could do it better. One time, on an arctic adventure, a polar bear was stealing our food from camp. My character was goaded into walking over and taking the food from the jaws of the bear. Needless to say, a fight broke out. And one time, the group was eacaping from a giant air craft carrier zeppelin. They doused the entire hangar with aviation fuel and prrachuted out. Except the Texan stuntman waited behind, until he saw the fire had really, really lit up. He didn't have to jump, he was thrown.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
10-25-2019, 01:09 AM | #12 |
Join Date: Jul 2007
Location: One Mile Up
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Re: [Basic] Disadvantage of the Week: Overconfidence
This is one of the ones I tend to go to, but I play it to the hilt. My PC in tshiggins Facets campaign is one of the best examples. He's not stupid, per se, but he'll wrestle a chupacabra or tackle a gunman to protect his friends because that's what a real friend just does. He's ended up with a gunshot wound in more than one fight scene, among other things. High ht, high will, and a dose of sheer crazy can go far in this bad ol' world, and others.
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10-25-2019, 01:16 AM | #13 |
Join Date: Jul 2007
Location: One Mile Up
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Re: [Basic] Disadvantage of the Week: Overconfidence
[QUOTE=Gold & Appel Inc;2292143]This is one of the ones I tend to go to, but I play it to the hilt. My PC in tshiggins Facets campaign is one of the best examples. He's not stupid, per se, but he'll wrestle a chupacabra or tackle a gunman to protect his friends because that's what a real friend just does. He's ended up with a gunshot wound in more than one fight scene, among other things. High ht, high will, and a dose of sheer crazy can go far in this bad ol' world, and others. His team is better at other stuff, and this is a sense of duty combo, so if some ridiculous beast needs to be wrestled while his buddies figure out how to kill it, he's the point man because of course he thinks he can handle it!
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10-25-2019, 08:11 AM | #14 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Basic] Disadvantage of the Week: Overconfidence
Quote:
Overconfident, Curious, Impulsive, Laziness. At least one, if not two of these show up on every character... and quite often even if one is not there, I play it up when it isn't a detriment to the Character. |
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10-25-2019, 08:42 AM | #15 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Disadvantage of the Week: Overconfidence
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The self control roll is triggered when the character "Shows an unreasonable degree of caution". The disadvantage is not "Always takes on more than they should". Its not even "Takes every reasonable risk". The character may even show caution, should it be reasonable (like declining a fight to the death with an equal or slightly superior foe they stand to gain little from).
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-25-2019, 10:21 AM | #16 |
Join Date: Jul 2015
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Re: [Basic] Disadvantage of the Week: Overconfidence
We have a player in our group that has overconfidence for Gurps. Even if he doesn't have it on his sheet, he acts as if he did anyway. I think it's because he knows how difficult it actually is to fail in Gurps. But when he is making a dumb and wreckless decision, the GM will often warn him, question him, as if he had Common Sense as well. Then the player will get all upset. It's annoying to be a part of. I'm not a fan of this disadvantage.
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10-25-2019, 11:12 AM | #17 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: [Basic] Disadvantage of the Week: Overconfidence
This is on a short list of disadvantages that I often put on my own PC character sheets. I also recommend it, almost without reservation, to my players. For many players, it's how they play their characters anyway, so they might as well get points for it.
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11-03-2019, 08:07 AM | #18 |
Join Date: Apr 2019
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Re: [Basic] Disadvantage of the Week: Overconfidence
I run my games a little more easy going because of the generally lower experience levels of my players.
Where I as the GM "force a roll on Overconfidence" comes into play is when I see the character/player at in that pause of decision making and *I as the GM* would like to edge the PCs to 'go for it' I will ask the character to make a will check and let the dice push them #1. #2 is typically after that if they do manage the roll, the player often considers the decision again as the character and typically they move in that direction. It has been a very rare occasion that I have wielded the "Your character decides to do X" bomb against the desire of the player, and I am hard pressed to remember ever having done it as anything but a teaching moment about roleplaying disadvantages and why they have cost. This also goes for just about any "will save" disadvantage that realy only manifests as roleplaying IE: Bloodlust, Jealousy, Impulsive, Stubbornness and the like. All of these disads have CR for a reason, you dont have to remove a players free will to enforce those consequences. I see it as my job to help advance the story by making my GM choices about when to suggest, cajole, enforce or force (force should be a very rarely used tool and always should be discussed after the fact to explain the necessity). |
11-03-2019, 12:24 PM | #19 |
Join Date: Jul 2007
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Re: [Basic] Disadvantage of the Week: Overconfidence
I was in a GURPS Shadowrun game last night, and intentionally used the PC's Overconfidence roll to decide if I should do the sensible thing or the cool but risky and stupid thing.
Failed both times, but succeeded in jumping off the roof and shooting the deck out of the antagonist's hands. Hey, they said to take him alive...
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-- Burma! |
Tags |
disadvantage of the week, overconfidence |
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