06-29-2013, 01:36 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
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Afflicting Perks/Quirks
So, the way math is done, if I make an affliction that gives the target a quirk, it costs more than stunning would. Now, it's only a matter of a point, but it made me think; If all I'm doing is giving them a quirk, that sounds fair that (since it replaces stunning) it could just be a feature (or +0%) on affliction. Does this sound fair?
My main thought was that Stunning is +10% when I add that onto another affliction. A quirk is less than that, by quite a bit. If the above is fair, would it also be fair for perks? Or anything else worth +10%? (Mostly would want that with perks) Thanks ahead of time. |
06-29-2013, 07:02 PM | #2 | |
Join Date: Mar 2010
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Re: Afflicting Perks/Quirks
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As for quirks? They work out to being mind control or forced shape shifting. I'd require the afflictor to afflict the disadvantage the quirk is based on -- where one exists --, or to afflict an alternate form in cases where the quirk isn't a mild form of an existing disadvantage or the ability is already afflicting an alternate form. Perks, Quirks, Features ... They tend to have effects all out of proportion to their (lack of a) point value. |
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06-29-2013, 08:57 PM | #3 | |
Join Date: Mar 2013
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Re: Afflicting Perks/Quirks
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I believe the defining thing that makes something a disadvantage is costing negative character points. For example, an ST less than racial average is a disadvantage as I understand it. True, there are trivial advantages and disadvantages, but they are still members of their respective classes. Am I wrong? |
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06-29-2013, 09:13 PM | #4 | ||
Join Date: Jun 2012
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Re: Afflicting Perks/Quirks
Quote:
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06-29-2013, 09:32 PM | #5 |
Join Date: Jun 2010
Location: Dreamland
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Re: Afflicting Perks/Quirks
You do need Alternate Form for features, but I'm pretty sure you can just slap people with perks and quirks.
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06-30-2013, 04:44 AM | #6 |
Join Date: Jul 2009
Location: UK
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Re: Afflicting Perks/Quirks
Do the rule books distinguish between an "advantage" and an "Advantage"?
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06-30-2013, 04:55 AM | #7 |
Join Date: Aug 2007
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Re: Afflicting Perks/Quirks
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06-30-2013, 05:48 AM | #8 |
Join Date: Feb 2013
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Re: Afflicting Perks/Quirks
The German edition of Gurps must be confusing as heck.
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06-30-2013, 07:42 AM | #9 |
Join Date: Mar 2013
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Re: Afflicting Perks/Quirks
You changed the emphasis. It's: "not necessarily a disadvantage."
Disadvantages in GURPS restrict the way you can play your character so both Greed and the example "insists on being paid in gold" are restrictions, with the quirk being a very minor restriction. |
06-30-2013, 11:30 AM | #10 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Afflicting Perks/Quirks
Sure it was, but not for capitalisation issues. It was very badly translated and may rest in peace. I wouldn't mind seeing a decent 4th Edition upgrade, but I guess English literacy is just too high among the target audience to make it worthwhile.
Back on topic, I think the pricing for inflicting quirks and perks is okay-ish in the context of Affliction. You would probably want to inflict quirks that are going to complement something your party does to make this make any sense. Inflicting "Has a thing for redheads." is quite good when your character has Classic Features: Redhead. Quirk-level versions of Bad Temper, Greed, Phobias and other disadvantages can also be pretty effective to subtly nudge an important NPC. You just wouldn't waste something on fodder, though. Likewise you could get useful exotic perks you couldn't otherwise get. Not that making perk/quirk infliction cost +0% is ever going to break your campaign, kirbwarrior. Unless you are planning to use some extremely weird builds I can't even think of. |
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affliction, powers |
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