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#19 |
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Join Date: Jun 2006
Location: On the road again...
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If I'm following things right, the following assumptions are being made in GURPS design:
1) GMs set their own Disadvantage Limit for their games; 2) Anything with a negative point cost, unless it's declared part of a set of traits everyone gets for free, counts towards said Disadvantage Limit; 3) Quirks are -1 point Disadvantages; 4) Not all Quirks are necessarily truly disadvantageous to the character (note the lower-case "d" there); and 5) Not everything that was a Quirk in 3e is legal in 4e (case in point, "always wears black" is explicitly mentioned as not a valid Quirk in 4e). Did I miss anything?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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| quirks |
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