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Old 03-06-2019, 03:17 PM   #11
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Disads: the Second Best CP Deal in GURPS

Quote:
Originally Posted by WingedKagouti View Post
Remember that the example character also has Impulsiveness [and Overconfidence and Curiosity]
Ok, yeah, I lost track of the thread a bit. (All the Kickstarter excitement is making me loopy!) That is a rough combination.

I might quibble about looking at the Medusa, but I certainly agree that this is a character who is likely to get into a lot of unnecessary trouble. As GM, I would dissuade a player from that combo in a gritty or realistic campaign where thoughtless actions can lead to a quick and messy death (or could put the rest of the team in serious jeopardy).

In a more cinematic register, it could work, but I would also expect them to have SoD (Adventuring Companions) and would make sure that one or more of the other PCs were more level-headed and willing to keep this one in check. Yet another reason why it's important to think about this stuff as a team. For some groups, it can be tons of fun to have a few characters who need a tight leash. For others, it's an obnoxious headache.

In most long-term campaigns, my players have slowly mellowed some of their mental disads over time to reflect their growth. Sometimes they buy them down, convert to a quirk, or improve the control number; other times they replace them with other disads that seem appropriate or use story events to explain buying them off entirely. This also helps keep things fresh at the table. It might be fun to hold back the impulsive klepto for the first campaign arc, but after a year or two of play, it can get stale.
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