Re: Disads: the Second Best CP Deal in GURPS
We source some XP based on disadvantages/quirks so it's an added motivation to go all out and not buy-off disadvantages that are played in character.
I've actually been second-guessing the wisdom of taking full disadvantages. The difference between -40 points in disadvantages and -30 points in disadvantages is actually not that impressive and it's caught up to in about 3 game sessions usually. Rather than searching through disadvantages for that last 5 or 10 points that you're not going to enjoy playing, maybe start the game 1pt lower in HT or start with a Will hit or some softer skills.
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