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#10 |
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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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