05-06-2023, 02:14 PM | #31 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: PCs with very different reaction modifiers
It's more a case of "if Adam's disadvantage causes problems for Bob, Bob should be the one getting points for it".
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05-06-2023, 03:26 PM | #32 | |
Join Date: Apr 2020
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Re: PCs with very different reaction modifiers
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The party is just a set of tools the players are using to spend with their friends - And unless you play in ways quite dissimilar to my experience, that means you gotta get along and work together. Still I’d usually not apply a penalty for your obnoxious friend unless they had an EXTREMELY severe modifier - like Reputation (War Criminal in Victim Country), Odious Personal Habit (Eats People), or Appearance (Monstrous). People associate with scumbags all the time. I’d just explain low rolls as “they don’t like your friend” and high rolls with “Gosh, how do you put up with that?” |
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05-06-2023, 08:49 PM | #33 | |||
Join Date: Jun 2022
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Re: PCs with very different reaction modifiers
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There is a vast difference between the problems caused by One Hand and the problems caused by Code of Honor (Chivalry)... and those differences are magnified by the type of campaign (heavy combat/action or heavy social/investigative), which GURPS does not really address well (or at all in Basic). Quote:
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No, I'm not interested in gather my notes and publishing htem, but a good place to start towards what I've done is here: https://gurpshexytime.blogspot.com/2...nts-worth.html https://gurpshexytime.blogspot.com/2...ar-points.html Charles Saeger has incredible ideas and I just took them and then went a little bit farther. |
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05-06-2023, 08:56 PM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: PCs with very different reaction modifiers
It would probably still be okay if everyone had to do their own buying and selling instead of having a single party merchant to do the work, but I can't figure out a rational way of handling that (sadly, the merchant telepathically knows that you're buying for your obnoxious friend and doubles all his prices).
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05-07-2023, 11:07 AM | #35 | |
Join Date: Jun 2013
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Re: PCs with very different reaction modifiers
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Another is to have Wealth include a Frugality stat - lower Frugality means you tend to waste money on blackjack, booze, etc.
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GURPS Overhaul |
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05-07-2023, 02:28 PM | #36 |
Join Date: Apr 2005
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Re: PCs with very different reaction modifiers
That's why villains have hired henchmen or use cunning plans to strike their foe when the rest of the party isn't around, or in ways which prevent the rest of the party from responding effectively (e.g., social attacks, assassination attempts from a distance).
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05-07-2023, 04:16 PM | #37 |
Join Date: Apr 2012
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Re: PCs with very different reaction modifiers
IMO, individual character modifiers should be based on individual character traits and not influenced by other characters. I have often run into the 'face' skills need to be treated differently thought.
Ask yourself if you would be OK with averaging the party's combat skills? Is the swashbuckler character's cinematic dance across the bar room's tables going to be ruined because the 'Mongo Smash' character has issues walking around a table without running into something? I have had more then one game where the GM insisted that face skills had to be role played instead of making a die roll or two. But that same GM had mental grid lock when asked to make the 300lb has trouble getting up player demonstrate the engage 3 enemies in 1 turn action that their character just did with a couple of simple die rolls. This has the result of punishing players who suck at face skills but want to enjoy being good at it via a character while ignoring players who suck at physical skills but play characters that are good physically. This is supposed to be game, not an acting class or PT session. If Bob designs a face character, don't ruin Bob's fun just because Sam designed a Mongo Smash character that scares small children with a simple glance. By the same thought, don't ruin Sam's fun because Bob's character can't fight a sleeping cat without a high risk of life threatening damage. |
05-07-2023, 05:16 PM | #38 | |
Join Date: Jun 2022
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Re: PCs with very different reaction modifiers
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Yeah, like I said, we've* basically figured out the worse offenders, Enemy, Dependents, Weirdness Magnet†. It's just the Social Disads that keep seeming to be problems for people. * That's the collective community 'we'. † The very ones I used to outlaw for being "Make More Work For The GM" Disads. |
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05-07-2023, 05:57 PM | #39 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: PCs with very different reaction modifiers
Wouldn't that just take Compulsive Spending?
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Bill Stoddard I don't think we're in Oz any more. |
06-04-2023, 02:10 PM | #40 | ||
Join Date: Jan 2008
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Re: PCs with very different reaction modifiers
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Knowing what kinds of favors a charismatic person can get away with asking for, and how to leverage those favors into financial or military or social success, is just as potentially important as knowing which monsters are susceptible to eyeshots and which can be kited. Last edited by sjmdw45; 06-04-2023 at 02:17 PM. |
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