Just a quick question about quirks
I haven't played for awhile, so please excuse a newbie question...
Are quirks included in the Disadvantage Limit? The core book says pretty clearly that anything with a negative cost is included, but I thought I read somewhere that 5 quirks can be taken 'in addition' to the Disadvantage Limit. Please clarify. Thanks! |
Re: Just a quick question about quirks
Disadvantages are anything with negative costs, so yes technically they count against the limit. Really though it depends on how the GM phrases it. All of:
Are all possible (and non-exhaustive). |
Re: Just a quick question about quirks
According to GURPS Lite, Page 12, you can take up to five Quirks, and says they aren't necessarily a disadvantage. Sorry I don't have a better answer, but all of my "real" books on hand are old 3e stuff. For the record, there it states on page 41 of the Basic Set, second paragraph, second sentence, that
Quote:
Edit: sir_pudding beat me to posting and... technically I agree with him; perhaps GURPS Lite phrases it oddly? |
Re: Just a quick question about quirks
Quote:
|
Re: Just a quick question about quirks
Quote:
|
Re: Just a quick question about quirks
There seem to be places where it is suggested to have a disadvantage limit plus a certain number of quirks. You can also see something like it in template-driven character creation books like Dungeon Fantasy 1 and (IIRC) Action 1, where your Disadvantage load is specified by the template (with options) but an additional 5 discretionary quirks are allowed to pick up more points to spend wherever on the sheet you want.
This is of course at the discretion of the GM. The Disadvantage allotment (and for that matter Advantage allotment) can be structured in a pretty much arbitrary range of ways. |
Re: Just a quick question about quirks
Quote:
|
Re: Just a quick question about quirks
Read what Kromm said here: http://forums.sjgames.com/showpost.p...61&postcount=6http://forums.sjgames.com/showpost.p...61&postcount=6
Quirks are not Disadvantages |
Re: Just a quick question about quirks
Rule Zero: The GM decides whether there's a disadvantage limit, and whether quirks count towards it.
The GM may also decide that there is no limit to the number of quirks, or may say eight or ten quirks, not just five. |
Re: Just a quick question about quirks
Quote:
That said, nearly every GM I know -- and every worked-genre book so far, like those of Dungeon Fantasy -- phrases the disadvantage limit as (e.g.), "-50 points total, plus -5 in quirks." It's clearer, and it makes it clear that the GM would prefer you don't skip works in favor of just taking a total of -55 points in disadvantages. Some GMs take it further: "up to -70 from disadvantages, -20 from reduced attributes or characteristics, and -5 from quirks." Quote:
|
| All times are GMT -6. The time now is 05:03 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.