01-13-2017, 12:36 PM | #51 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
No, actually, I can see some rationale for that. What seems weird and unjustified to me is having, say, Warp be IQ-based. Or even Possession, though I would buy it as Will- or HT-based.
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Bill Stoddard I don't think we're in Oz any more. |
01-13-2017, 01:45 PM | #52 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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01-13-2017, 02:42 PM | #53 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
Quote:
I've never taken Common Sense on a character. I'm a fairly cautious player, and also work hard during a game on keeping track of what the GM is describing in scenes where my character is present. Quite a few players I know don't pay so much attention, and miss things. A lot of the "unwise behaviour" I've seen from other players seemed to result from confusion about what was going on. So as a GM, I tend to check that players are aware of whatever I suspect they've missed, and is making some action seem like a bad idea to me. If they are, and want to go ahead, so be it. Sometimes they make it work. I have used Intuition, back in 3e days, but didn't find it all that helpful; the kinds of choices it deals with seem more appropriate to "guess the right door" dungeon deathtraps than the more nuanced decisions of investigative games.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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01-15-2017, 08:13 AM | #54 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
Thanks for the feedback. Both this and sharing your own experience with Common Sense and Intuition. It may help me to better qualify my own experiences as well.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
01-17-2017, 08:34 AM | #55 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
I've added a few more relevant links to the beginning post; they include some useful explanations for how Common Sense works plus some Kromm quotes. I was tempted to make the latter its own section, but many require the entire thread for context anyway.
For those participating in this discussion and hopefully future BaotW threads, would you prefer I had a separate area for Kromm quotes, or just (if I have them at the time of the initial write-up) reference them and allow you to look it up yourself? I am thinking the latter for the reasons I just gave.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
01-17-2017, 11:43 AM | #56 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
Reference them, most of the time. We have a hypertext system here, so we might as well use it. If a quote is key to an argument, quote it, so that the point isn't split over several posts.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
01-19-2017, 06:39 AM | #57 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
So upon further reflection, here are some things I have realized:
1) I missed the overall point of the back and forth between evileeyore and NineDaysDead. Please disregard my comments addressing such things. 2) I have hopefully begun to understand how Common Sense and Intuition are intended to function in GURPS; my thanks as it was a slow, tedious process. I should make sure #2 actually happened, though, so here goes. To begin, let me reference a specific Kromm quote: Quote:
In more my own words, buying Common Sense is so that the GM has to warn that player against especially blatant folly, whether directly through that player's character's actions or those of another but which said character is privy to witnessing. It does not represent ordinary failure but things such as epic brain farts, moments of sheer orneriness, or the kind of unexpected player apathy that results in a wholly inappropriate action with a significant in-game consequence. The catch is that it also requires an IQ roll, so it is meant for more intelligent characters, at least for the unmodified version to have a likely impact. Even if you intend for your PC to have real-world common sense, this is purely for those unable or unwilling to reliably engage in calm decision making, or possibly as an extra layer of protection to ensure you don't make a big mistake (especially if your character has a good IQ score or you enhance it with Reliable). Do I finally have it?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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01-21-2017, 12:12 PM | #58 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
I once played in a megadungeon in which we had finally managed to make more-or-less peaceful contact with some of the denizens, a goblin settlement; which was much needed because at this point we had collected more loot than we were able to easily transport but were in desperate need of supplies. As my character began to negotiate with the goblin chief, a new player inexplicably opened fire on the goblin delegation, plunging us into conflict with them, ending all hope of trade and largely making the game unfun enough to sink the campaign.
Players of this kind certainly exist. Common Sense allows those kinds of players to play thoughtful characters if they desire. Last edited by sir_pudding; 01-21-2017 at 12:22 PM. |
01-21-2017, 01:06 PM | #59 | |
Join Date: Jul 2008
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-21-2017, 01:12 PM | #60 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
In my experience it depends on the player; some people are just impulsive, clueless or inexperienced. Others just want to watch the world burn. The latter are unlikely to take Common Sense in the first place...
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Tags |
advantage, advantage of the week, common sense, intuition, week, [basic] |
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