03-25-2014, 09:07 AM | #11 |
Join Date: Jun 2006
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Re: How is Hidebound a disadvantage?
Another place you should consider it is when building your character. That skill isn't traditional for my class/caste/profession/whatever, so I certainly wouldn't learn that, no matter how useful it would be.
Spending earned points on something new instead of improving something you already have also ought to require a justification. And you survived without it last time, so discovered you really needed it in play is clearly false, anyway the sensible thing to do is avoid situations like that again, not learn something new to cope with them. But ultimately a lot of psychological disadvantages don't earn their points if you don't roleplay them - Shyness, Overconfidence, Curiosity....
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03-25-2014, 09:09 AM | #12 | |
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Join Date: Aug 2004
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Re: How is Hidebound a disadvantage?
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03-25-2014, 09:10 AM | #13 |
Join Date: Jun 2006
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Re: How is Hidebound a disadvantage?
Doing anything new is going to require new thoughts. So no, you aren't going to like innovation much, because it's hard.
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-- MA Lloyd |
03-25-2014, 09:13 AM | #14 |
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Join Date: Aug 2004
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Re: How is Hidebound a disadvantage?
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03-25-2014, 09:30 AM | #15 |
Join Date: Nov 2004
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Re: How is Hidebound a disadvantage?
For those familiar, the Race from Harry Turtledove's Worldwar series is a classic example of a Hidebound species. The difference between the tanks they make now and the tanks they made ten millenia ago is that the modern ones were constructed more recently. They invade Earth during WWII, and are offended and appalled by the technological progress that's occurred since their scout ship (4-500 years ago), since their tech hasn't changed a whit. They stare in horror as humans appropriate their technology, cram prototypes into experimental vehicles and shove them out on the battlefield, screw the casualties the test pilots take. They take years to realize that they should be using human built trucks and such to supplement their own logistics. Coming from a dry world, they fail completely to understand even the idea of naval combat and they never learn. etc.
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03-25-2014, 09:57 AM | #16 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: How is Hidebound a disadvantage?
For me in my games, if you're the one with the nice original idea for getting out of the fix you're in, the players can't use it, because you can't tell them in game, and telling them out of game would be metagaming if they tried to use it.
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03-25-2014, 10:04 AM | #17 |
Join Date: Jul 2006
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Re: How is Hidebound a disadvantage?
Come to think of it, you could even apply this trait to species that are essentially pets of the precursors - they are used to being told what to do (and what not to do) by benevolent outsiders and so are accustomed to doing things "by the book" and not thinking for themselves. They can still be alarmingly high-tech by human standards ... but not very inventive.
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03-25-2014, 10:15 AM | #18 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: How is Hidebound a disadvantage?
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— Fundamentally, Hidebound is carte blanche to the GM to hand out -2 whenever the task isn't one you've done before or could fairly say you've trained for. That would definitely include nearly any roll to set up a multiple-moving-parts caper of the Ocean's Eleven variety, a good chunk of Tactics rolls for unconventional warfare, and any Acting, Fast-Talk, or Public Speaking roll made extemporaneously . . . though I like to wait for a Quick Contest with a rival, where the -2 makes it likely that the adversary sees the uninventive approach coming from kilometres away. Thus, the conman is at -2 when trying to foil an opposing security-related skill, the force commander is at -2 when up against her counterpart on the other side, and the face is at -2 when attempting to penetrate Will or Detect Lies. The lack of innovation means the Hidebound one is playing by a textbook her rival read back at the police or military academy – or at the school of hard knocks. Personally, I'll often add the -2 as an extra penalty where there's already a penalty for using the equipment for another skill, because the creative use of available resources greatly challenges the character. In a campaign with next-to-no intellectual tasks – no inventing, art, scheming, or social interaction, just fighting – it would be reasonable to treat Hidebound as -2 to combat skills when being predictable would work against you or being unpredictable would be essential. Thus, it gives a fighter an extra -2 to all skill rolls to attempt a Deceptive Attack and -1 to defend against one, and -2 to make or resist a Feint. I'd avoid this as too severe in most games, but not in one that amounts to Fight Night, where the disadvantage won't otherwise be meaningful.
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03-25-2014, 03:11 PM | #19 |
Join Date: Jul 2006
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Re: How is Hidebound a disadvantage?
It seems to me that only NPCs should have Hidebound. It's pretty much the opposite of being an adventurer (that is, a PC) of any stripe.
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03-25-2014, 03:24 PM | #20 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: How is Hidebound a disadvantage?
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Or even the bureaucratic dogmatic cleric that follows "the book" on what is and is not the right thing to do. Classic henchman that does what his leader tells him to even while muttering to himself, "this is never gonna' work."
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Tags |
disadvantage, hidebound |
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