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