07-15-2021, 05:21 PM | #11 | |
Join Date: Apr 2005
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Re: Enforced Pacifism
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Example: A disadvantage worth -10 points with RAW Unreliable and an Activation Number of 5 (-80% limitation) yields just -2 points for for a problem which causes you problems ~95% of the time. The same disad with an Activation Number of 14 (-10% limitation) yields -9 points for a problem which affects you just 10% of the time. Reversing the limitation for Activation Numbers fixes this problem, but if you do that then it might be just as simple to halve the base cost of the disadvantage and use the standard Self-Control Roll rules. Standard Pacifism is just fine for self-imposed moral behavior, but no so much for things like chips implanted in your brain which cause you to freeze up whenever you attempt violent acts. In such cases, it might be considered bad roleplaying to NOT try to resist the control and there's probably no reason why you should feel guilty or morose if you overcome it. |
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07-15-2021, 05:32 PM | #12 |
Join Date: Apr 2005
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Re: Enforced Pacifism
Thinking about it a bit more, I realized that the same or similar mechanics could be applied to "invert" any externally imposed disadvantage, including external controls intended to counter existing disadvantages.
For example, if a succubus has Lecherousness (All the Time, x4) and acquires a permanent Curse which imposes Vow (Chastity) most of the time, in game terms her Lecherousness would only trigger if she makes a Resistance/Self-Control/Whatever roll to overcome her Vow. This could be easily modeled by buying down her level of Lecherousness based on how frequently she can overcome her conditioning rather than how frequently she can resist it. From a roleplaying standpoint, her player would be penalized for not trying to struggle against the conditioning or for feeling regrets when it is broken. |
07-15-2021, 05:40 PM | #13 | |
Join Date: Apr 2005
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Re: Enforced Pacifism
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No Fright Checks, GM imposed disadvantages, or angsty roleplaying over their moral failings required. |
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07-15-2021, 08:05 PM | #14 |
Join Date: Mar 2008
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Re: Enforced Pacifism
Depending on how it is imposed a IQ roll might work to resist. You can think of a way to twist the imposed rules.
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07-16-2021, 08:52 AM | #15 |
Join Date: Dec 2012
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Re: Enforced Pacifism
Yes. Like the bit at the start of that post that you clipped out of the quote basically said.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
07-17-2021, 02:23 AM | #16 | |
Join Date: Apr 2005
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Re: Enforced Pacifism
Quote:
What I was trying to communicate is that roleplaying and game mechanics penalties can be very different for an enforced disad than for a self-imposed one. For example, a sociopathic berserker with a curse which imposes standard Pacifism on them might still be incapable of feeling long-term guilt after they behave in a violent fashion. Instead, they might feel pain or some other affliction instead. As long as the game mechanics and roleplaying penalties are equivalent, enforced disadvantages don't have to work precisely the same way as RAW versions. |
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