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#1 |
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Join Date: Aug 2008
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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! |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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). |
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#3 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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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?
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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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#4 |
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Join Date: Aug 2007
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No such thing as "the" disadvantage limit any more. Having any Disadvantage limit is optional and if the GM wants one it can be anything he wants. See p.11.
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Fred Brackin |
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#5 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#6 |
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Join Date: Jul 2008
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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.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 | |
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Join Date: Aug 2004
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Quote:
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#8 |
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Join Date: Apr 2006
Location: Brazil
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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 |
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#9 |
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Join Date: Jun 2006
Location: On the road again...
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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.
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#10 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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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:
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