Steve Jackson Games Forums Mitigating Disadvantages w/o Self Control Number
 Register FAQ Calendar Search Today's Posts Mark Forums Read

 Notices Our primary server had issues at our hosting provider and had to be restored from backup. Posts made after 5/20/2018 11:59PM CDT (UTC -5) and before 5/22/2018 3:00pm CDT may be missing and are not expected to return. Posts made after 5/22/2018 3:00pm CDT (UTC -5) and before 5/23/2018 10:00am CDT may be missing from view until new posts are made to that thread.

 07-01-2015, 06:03 PM #1 Captain Joy     Join Date: Nov 2006 Location: Heartland, U.S.A. Mitigating Disadvantages w/o Self Control Number Are there any tried and true methods of mitigating Disadvantages that don't have a Self Control number? I welcome attempts to sell me appropriate GURPS titles. E.g. it won't surprise me a bit if something in the Power Ups line addresses this. This came up because I want my to Star Trek Andorians to be paranoid, and the stock Paranoid disadvantage seem to qualitatively fit the bill; but as written, the Disadvantage is just too debilitating. Something like adding a Self Control number might be all it needs, but I'm wanting to make sure I price it fairly and avoid unintended consequences. EDIT: If you want to see my current solution, jump to post #11. Last edited by Captain Joy; 07-02-2015 at 02:37 PM.
 07-01-2015, 06:08 PM #2 Calvin   Join Date: Jan 2014 Location: Calgary Re: Mitigating Disadvantages w/o Self Control Number In situations like this I use the % chance of resistance against the given self control number as a benchmark. For example, 12 gives a 75% chance of resistance, 9 gives a 37.5% chance, etc. Though paranoia is a hard thing to quantify in percentages.
 07-01-2015, 06:28 PM #3 Eukie   Join Date: Dec 2013 Re: Mitigating Disadvantages w/o Self Control Number Self-control rolls are against 6, 9, 12, and 15. We can extend this sequence to cover the range 0-3-6-9-12-15-18-21 with each step costing 50% of the base cost. Hence, rolling against a self-control number of 18 is worth 0 points, while the guaranteed failure of rolling less than 0 is worth x3 the usual cost. If a disadvantage applies all the time, you might then assume that it has a self-control number of 0, and an effective triple cost. If it gave 30 points, giving it a self-control number of 12 would reduce it's value to 10 points.
 07-01-2015, 06:30 PM #4 Phantasm     Join Date: Jun 2006 Location: On the road again... Re: Mitigating Disadvantages w/o Self Control Number I see nothing wrong with adding Self-Control ratings to most other mental, not-self-imposed disads that lack it, like Paranoid and Callous. (For the purposes of this, however, I wouldn't allow it on Pacifism.) __________________ "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
07-01-2015, 07:50 PM   #5
evileeyore

Join Date: Jul 2006
Location: 100 hurricane swamp
Re: Mitigating Disadvantages w/o Self Control Number

Quote:
 Originally Posted by tbrock1031 I see nothing wrong with adding Self-Control ratings to most other mental, not-self-imposed disads that lack it, like Paranoid and Callous. (For the purposes of this, however, I wouldn't allow it on Pacifism.)
This is wisdom. There are a small host of mental and social disads that would go fine with a Self-Control mitigator.

07-01-2015, 07:55 PM   #6
Phantasm

Join Date: Jun 2006
Re: Mitigating Disadvantages w/o Self Control Number

Quote:
 Originally Posted by tbrock1031 I see nothing wrong with adding Self-Control ratings to most other mental, not-self-imposed disads that lack it, like Paranoid and Callous. (For the purposes of this, however, I wouldn't allow it on Pacifism.)
Quote:
 Originally Posted by evileeyore This is wisdom. There are a small host of mental and social disads that would go fine with a Self-Control mitigator.
And quite a few that don't, hence why I specified "not self-imposed". Quite a few mental disads are self-imposed, which adding a Self-Control Rating to would act kinda weird.
__________________
"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

07-01-2015, 10:55 PM   #7
weby

Join Date: Oct 2008
Re: Mitigating Disadvantages w/o Self Control Number

Quote:
 Originally Posted by tbrock1031 And quite a few that don't, hence why I specified "not self-imposed". Quite a few mental disads are self-imposed, which adding a Self-Control Rating to would act kinda weird.
While the standard self control roll might not be the right solution, I could well imagine someone say have a code of honor that they adhere to almost always but do slip from it time to time.

A self control type mechanic and lower price might make sense for such.

 07-02-2015, 12:31 PM #8 Stormcrow   Join Date: Aug 2004 Location: Ronkonkoma, NY Re: Mitigating Disadvantages w/o Self Control Number If you want a character to be paranoid but not to be controlled by that paranoia, make it a quirk. A quirk is a distinctive feature or behavior that doesn't necessarily have a significant effect on game mechanics. If you want a character to be paranoid some of the time as described in the disadvantage, but not all the time, add an Accessibility limitation to Paranoia detailing what situations make the character paranoid.
 07-02-2015, 12:51 PM #9 Bruno     Join Date: Sep 2004 Location: Canada Re: Mitigating Disadvantages w/o Self Control Number GURPS Zombies adds a "Constantly" level to self control, which gives you the baseline point cost for an always-on mental disad that you can then back-form the price for a 12-minus Self Control version to apply Self Control modifiers to normally. Spoiler: it'll end up pretty cheap compared to the always-on version, potentially approaching the quirk but with more complicated mechanics. __________________ All about Size Modifier; Grand Unified Hit Location Table A Wiki for my F2F Group
 07-02-2015, 01:33 PM #10 David Johnston2   Join Date: Dec 2007 Re: Mitigating Disadvantages w/o Self Control Number Personally I haven't seen any evidence that Andorians are insane. Suspicious of other species yes, but never without reason.

 Tags disadvantages, rules question, self-control number

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Fnords are Off [IMG] code is Off HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Illuminati Headquarters     SJ Games Discussion     Daily Illuminator     Forum Feedback and Help     MIB Demo Events Warehouse 23     Warehouse 23 General Discussion     Warehouse 23 Digital     Pyramid Munchkin     Munchkin 101     Munchkin     Munchkin Collectible Card Game     Other Munchkin Games Roleplaying     Dungeon Fantasy Roleplaying Game         DFRPG Resources     GURPS         GURPS Resources     Transhuman Space     Traveller     The Fantasy Trip     In Nomine     Roleplaying in General     Play By Post Board and Card Games     Car Wars     Ogre and G.E.V.         Ogre Video Game         Ogre Scenarios     Board and Dice Games     Card Games     Miniatures The Network     GURPS Character Assistant     GURPS Vehicle Builder     GURPS Character Builder The Gnomes of Zurich     The Industry     Conventions     Trading Post     Gamer Finder

All times are GMT -6. The time now is 03:55 PM.