Re: Disads: the Second Best CP Deal in GURPS
Yeah, disadvantages are very exploitable and feel strangely mandatory sometimes. The best solution is honestly to restructure them to provide metacurrency when they come up and seriously hinder the character.
Said metacurrency can then be spent on boosts later.
Thus instead of a fixed CP cost, you just get some boosts stashed up based on how often the disad hurts you that you can cash in later to improve a roll.
I have ripped off fate points from FATE for this myself, but you could do something else with the metacurrency if you wanted.
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