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#1 |
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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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#2 |
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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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#3 | ||
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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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#4 | |
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Join Date: Sep 2007
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Quote:
But then, the text for Quirks is also explicit (and quoted in the referenced Krommquote): "It has a negative point value, but it is not necessarily a disadvantage." These two statements are contradictory. Either everything with a negative point cost is a Disad, no matter what; or there are some exceptions where at least some Quirks with a negative point cost are nevertheless not Disads. Both statements can't be true at once. The contradiction has nothing to do with Disad limits. These statements are simply about category. - All traits with a negative point cost are Disads - All Quirks have a negative point cost = Therefore, Quirks are Disads - But, not all Quirks are Disads At least one of our three axioms must be false. Not a big deal, and easily dealt with in real life. But as long as we're quoting scripture, we have to face the fact that the text is self-contradictory. Perhaps there's a perfectionist that feels up to writing the errata. Then that can be filed at the bottom of the priority list where it belongs, and the text will eventually be updated, perhaps in 5e. I'll be sad that Bertrand Russell has to drop out of my group, no longer being able to enjoy a game that includes this sort of flaw, but the rest of us will struggle on somehow. |
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#5 |
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Join Date: Jul 2008
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Could that just be incautious use of a term of art in its non-term-of-art meaning? A quirk has a point value of [-1] and in that sense is a Disadvantage, but a quirk does not have to be disadvantageous.
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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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#6 |
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Join Date: Sep 2007
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#7 |
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Join Date: Nov 2011
Location: South Dakota, USA
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So... what's the official definition of "Disadvantage" in 4e?
My flawed understanding in was (is?) that Quirks are the bottom run of Disadvantages; anything more minor than a Quirk isn't worth recording. They are useful tools for promoting more detailed role-playing (like other Disadvantages) and you receive points for them because ultimately they restrict your freedom as a character. 4e Perks are their inverse; often beneficial but specialized Traits worth only a single character point... and in both cases potentially inflated to integer status for convenient bookkeeping. So some of this seems to be semantics; Quirks are Disadvantages that aren't particularly Disadvantageous; restricting how many a player can take is to avoid someone taking the time to come up with more than five just-barely-relevant "restrictions" on their character's freedom. If player and GM can agree, no such limit needs to be imposed; once you have more than five "obscure" restrictions, they tend to stop being so obscure or distinctive and instead of having them come up from time to time, X Quirks are always in effect. Again, I realize my understanding is flawed; please feel free to try and clear things up for me. >_>
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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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