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#1 |
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Join Date: Sep 2018
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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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#2 |
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Join Date: Mar 2013
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The latest game I'm running, I soft-capped Disadvantages to -25 / max of 3 total because I got very tired of grab-bags of -5 point Disadvantages that never came up in play.
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#3 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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I find GURPS' to be more reasonably priced, in general. In my experience players tend to only fish for disads when point budgets are tight, and they are careful to avoid ones that will affect their intended style of play or character type, which says to me that they aren't giving out too many points (in general). What does irk me is players trying to avoid having to suffer the penalties the disads apply, and not just by not playing them (and thus potentially incurring losses of XP), but by trying to avoid situations where they might apply, even when it makes sense to not avoid those situations. Getting the incentives in play when they come up (as FATE and some other game do) would seem to help avoid this, but it does require tracking such stuff and can result in things going to the extreme, with players trying to make their disad apply in any and all situations (ideally just enough to get the XP, not enough to be a real problem). Mind you, the above is really just more of the players possibly trying to play the GM, and if they're the types to do that, they'll probably do it no matter what, so I suppose in the end all these systems utility depends on the group and the game contract.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Or at least, close to it. Another contributing factor is that it's easy to start out meaning to have less disadvantages, and then feel tempted to take more so as to fit something into the character.
For me, designing a character's personality involves some dialogue with the disadvantage system, trying to describe the character without crippling them in play. I try to take "disadvantages I can live with" which doesn't merely mean ones that won't come up often, although I do try to avoid ones that will come up all the time. That's spotlight stealing and annoying for other players. It also includes an element of "No, I can't/won't do that, but why would I want to?/I'm happy enough about that." For the character I most recently started playing, I can remember some of the thinking. He's a boatman in an urban fantasy noir version of 1930s New York, and the campaign started with a heist, which he ended up planning, being the only character with any leadership training, from a period in the Navy. He has:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#5 |
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Join Date: Aug 2004
Location: Wellington, NZ
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From the photos from that time and earlier, I'm not sure that navies routinely used hearing protection past 'fingers in ears' for smaller guns and 'don't be on deck' for large guns.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#6 | |||
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Join Date: Aug 2004
Location: God's Own Country
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I have never seen this done, or even attempted. I have seen some other munchkinisms, however, but they never lasted in play as almost all munchkinisms have at least one glaring and exploitable weakness. Quote:
Also not seen this done ever. I have seen an enemy that everyone had, though. But I don't run with or run munchkins. They get weeded out one way or another. Quote:
These are normal and unexeptional uses. Overall, I've not really had any problems over my time as a GM with RAW. But I suggest alternatives or--very seldom--say 'no' to unplayable disad comboes in character generation. And I do use them when making session notes, so they get poked and used.
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Paul May | MIB 1138 (on hiatus) Last edited by Kax; 03-05-2019 at 09:36 PM. |
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#7 |
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Join Date: Aug 2004
Location: Wellington, NZ
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With enemies that one CP has, it's not about mucnkinism. The problem is that the enemy goes after the PCs that's bought them, and the rest of the party closes ranks around that PC, usually without even needing to have bought Codes of Honour of Senses of Duty that require it, because most groups' social contracts include them as an unspoken assumption. Having closed ranks and fought off the enemy, they have now made an enemy of that enemy too, and as it's 'in play' they get no points for having done so. Nobody need have ill or even slightly munchkinny intentions for this to occur.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 |
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Join Date: Feb 2016
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Well, Enemies can go after a specific target and avoid other targets (or a group of PCs can share the same enemy)
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#9 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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If they choose to stick with the PC when his enemy shows up, that's on them. I personally do not enforce party cohesion. I certainly favor it - but I once ordered a missile strike against a fellow PC.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#10 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Agreed, but more because I find it becomes the 'excuse' for poor behavior on a Player's part.
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Y'all realize that Enemies need not be the type to attack a PC directly yeah? They can go after the PC in different ways, socially, legally, hiring goons, etc... |
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| Tags |
| disadvantage limit, disadvantages, gurps, quirks |
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