03-25-2014, 03:36 PM | #21 |
Join Date: Jul 2008
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Re: How is Hidebound a disadvantage?
Hidebound is inconvenient for an adventurer, who is likely to wind up facing things they aren't prepared for even if they're well prepared, but not incompatible with adventuring.
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03-25-2014, 03:36 PM | #22 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: How is Hidebound a disadvantage?
Yes, its not very heroic, buts its not on par with slave mentality, megalomaniac, or sadism. not by a long shot.
And while such characters don't work very well by themselves, they can work wonderfully in a group: think of the solid dwarf who raises his eyebrow every time something irregular is done, and says things like "And now for part I can stomache" before wading into battle. Hidebound characters don't have to be reactive. They can be proactive, just not in some of the same places.
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03-25-2014, 03:37 PM | #23 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: How is Hidebound a disadvantage?
Hidebound is all but a requirement for anybody with Code of Honor, Disciplines of Faith, Honesty, etc. – it completely fits heroic samurai, priests, and the like. It's commonly assumed that gamers like to think outside the box and play the underdog in asymmetric conflicts, but I've had plenty of players who enjoyed the challenge of staying inside the box and forcing the by-the-book solution to work at bloody cost. Many a time, one player's "Here's a creative plan that lets us prevail through stealth and guile" has been cut short by "No, that's dishonorable. We'll go through the front door, declare ourselves, and spend our men to buy victory in the time-honored fashion." Hidebound is perfect for players who like that approach.
It isn't just limited to violence, incidentally. I've had these same players roleplay artificers and other "inventive" types this way. "We need a clever solution." "Nonsense . . . the same old one is fine. Just use more power. Much easier than the hassle of inventing something."
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03-25-2014, 03:52 PM | #24 |
Join Date: Jul 2008
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Re: How is Hidebound a disadvantage?
That seems to be going a bit far. They fit together well, sure, but being innovative and fettered at the same time isn't a crazy outlier, at least for PC-types.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
03-25-2014, 03:54 PM | #25 |
Join Date: Dec 2007
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Re: How is Hidebound a disadvantage?
People often don't enjoy doing hard things. Hidebound people don't enjoy doing things that involve new ideas, and that makes them hard.
Last edited by David Johnston2; 03-25-2014 at 04:04 PM. |
03-25-2014, 04:01 PM | #26 | |
Join Date: Jul 2006
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Re: How is Hidebound a disadvantage?
Quote:
Likewise, for dogmatic characters, bigots and zealots it's really useful ... and may represent how they got that way (whereas someone who has got like that through careful thought is a truly terrifying individual). |
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03-25-2014, 04:26 PM | #27 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: How is Hidebound a disadvantage?
So is every disad. If you're going to play someone who always kills, bloodlust is free points, if you always do without thinking, impulsiveness is free points.
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03-25-2014, 04:28 PM | #28 |
Join Date: Feb 2014
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Re: How is Hidebound a disadvantage?
Just like a Pacifism disadvantage is free points if you're going to play a pacifist. Or to look at it from a different angle, hidebound accurately portrays a "dumb muscle" who always leads with a right cross. You can easily have a "dumb muscle" who switches things up in combat, but still can't think up creative solutions to cerebral problems. That person doesn't have Hidebound as a disadvantage, but they are less intelligent.
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03-25-2014, 07:07 PM | #29 | |
Join Date: Aug 2004
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Re: How is Hidebound a disadvantage?
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03-25-2014, 11:33 PM | #30 | ||
Banned
Join Date: Aug 2004
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Re: How is Hidebound a disadvantage?
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disadvantage, hidebound |
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