01-16-2015, 08:45 PM | #11 |
Join Date: Jul 2014
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
I like that use of UB but hate how proponents of that use use it to overshadow and cloud the real meaning of UB which is to represent the value of a trait that it gets from being something people in universe dont expect to varying degrees and utility as defined by the GM. That is why I think that there should be a new advantage that is clearly spelled out as a meta game trait to encourage things leaving UB to be just that the cost associated with the utility of extreme rarity. /Rant
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01-16-2015, 09:06 PM | #12 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
UB is all about unusual for the setting or truly unexpected for the character type.
The Human telepath may need it when the Vulcan wouldn't. The Vulcan Social Chameleon may need it when the Human wouldn't. Because of the unexpected power it gives.
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01-16-2015, 10:34 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
I hate built-in UB way more than UB as a separate disadvantage. Part of the reason UB has a bad reputation is because it was on top of the stuff built into the power, so it was a case of "not only do I have to pay an excessive price for this power, I have yet another tax in the form of a UB".
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01-17-2015, 01:05 PM | #14 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
If it's intrinsic to the advantage, then it isn't an UNUSUAL background. It's just how much the ability costs.
Of course prices may change based on exact setting, but UB should be a separate issue.
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01-17-2015, 01:17 PM | #15 |
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Join Date: Oct 2007
Location: Europe
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
Stealth is listed under the "skills every adventurer should have" in both GURPS DF and GURPS Action. Or if it isn't then Sean Punch failed his RPG Design skill roll that day. But I'd be surprised if it isn't there. It's probably the skill for which is it most obvious that everyone in the party needs to be good at it, since it's a lowest-common-denominator thing.
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01-17-2015, 01:19 PM | #16 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
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Something like Gizmo, but with Limitations, and dozens of uses per session, if not unlimited uses. |
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01-17-2015, 01:20 PM | #17 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
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I think the idea behind Anti-Talents is good, GUPRS 4E needed something like that from day one. But the implementation is not to my liking at all. |
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01-17-2015, 02:04 PM | #18 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
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I suppose that the ban on raising a skill that one is incompetent or has an Anti-Talent with is to prevent abuse where the character ends up better at the skill than if he hadn't taken the Disadvantage. On the other hand, I've never seen any PC try to do that and have a hard time seeing how such an attempt would work mechanically. Granted, with a Hard skill, taking 1 point in the skill and 1 point Incompetence might come out that way, but in that case, it's easy enough to require the PCs to use Dabbler instead and so come out worse at the Incompetent skill than merely default level. I think that -1 to all combat rolls is quite enough of a Disadvantage for -15/level, without also having the effect of a limited Cannot Learn, as the PC is banned from raising any skill that can be used as a combat skill. In my experience, Anti-Talents and Incompetence quirks are balanced against other Disadvantages and Quirks without having the effect of barring the affected skills. *Default at a skill minus a further -4 usually translates to lower than 3 for a normal human. Even for a PC with high Attributes, default level at -4 or higher is often below 3 when penalties for an adventuring situation are taken into account.
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01-17-2015, 03:29 PM | #19 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
I don't see why it would be an issue to have someone with -60 points gained from the Non-Combatant anti-talent and dump those very 60 points into a single combat skill. He's at -4 to his attacks and -2 to his defenses relative to someone who got those 60 points through Disadvantages that don't touch his combat skills and has to take his defaults for any attacks outside of that skill at an additional -4.
Just like someone who takes One Eye and dumps 16 points into a single melee weapon skill has spent a net of 1 point for a relative +3 to hit. Heck, the reason that extreme levels of shyness forbid the learning of social skills is that it makes no sense on a characterization level, not that it's broken on a gamist level. You can take points from mild or severe levels of Shyness and the Oblivious disadvantage and dump those points into Savoir-Faire or Sex Appeal, after all. Why should a generic "I am bad at a class of related skills" disadvantage be treated so differently?
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01-17-2015, 03:53 PM | #20 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Anti-Talent Cost: 1st Level Should Be More Expensive?
I have an obvious anti-talent for social skills, yet by necessity struggle hard to learn up to you normies' defaults.
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anti-talent, character points, house rules |
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