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Advantages/Disadvantages
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Admiral Tolval
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PostPosted: Wed Feb 15, 2012 2:14 am    Post subject: Advantages/Disadvantages Reply with quote

I used advantages/disadvantages in a campaign some years ago. I modified these from TSR Top Secret/S.I. Some examples are: enemy (1, 2, 4), wealth (1, 2, 4), ego signature (2), ambidexterous (2). They allowed the players to expand their characters more. Exampel: The smuggler had a lost dependent (a girlfriend taken by slavers). These allowed for future adventures or something to keep players on track or de-rail them. A player could take up to 7 disadvantages and advantages had to be equal to or less than the point value of the disadvantages. This could be like 7 disadvantages at 1 pt a piece for a total of 7 pts worth of advantages. Or 3 disadvantages with 1, 3, and 3 pts (7 total) but 5 pts of advantages. Why would a player take less advantages? This allowed them to use any extra points from disadvantages to translate into more starting character points or an extra pip on skills.
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garhkal
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PostPosted: Wed Feb 15, 2012 2:53 am    Post subject: Reply with quote

What was the disadvantage to CP trade off?
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Admiral Tolval
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PostPosted: Wed Feb 15, 2012 3:05 am    Post subject: Reply with quote

The balance would be disadvantages on one side and advantages, cps, and pips on the other. Example: 7 disadvantages (2 pts. each) has 14 pts. You take 8 pts. of advantages, gain a total of +3 pips in different skills (+1 each), and 3 character pts (14 pts total).
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Kaloth Varsk
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PostPosted: Wed Feb 15, 2012 9:36 am    Post subject: Reply with quote

Admiral Tolval wrote:
The balance would be disadvantages on one side and advantages, cps, and pips on the other. Example: 7 disadvantages (2 pts. each) has 14 pts. You take 8 pts. of advantages, gain a total of +3 pips in different skills (+1 each), and 3 character pts (14 pts total).


If I were to allow a system like this, I'd probably cap the number closer to the white wolf max of 7 pts per character. Otherwise it becomes a game of stacking up disadvantages for the points.
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Yinan
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PostPosted: Wed Feb 15, 2012 10:07 am    Post subject: Reply with quote

but this feels kinda unbalanced. i mean seriously, +1 pip is much better then +1 cp -.-
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atgxtg
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PostPosted: Wed Feb 15, 2012 11:21 am    Post subject: Reply with quote

I just used ads/disads from other D6 books, with players paying for thie ads out their starting dice.
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Bren
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PostPosted: Wed Feb 15, 2012 12:01 pm    Post subject: Reply with quote

I've never been a fan of advantage/disadvantage systems. But it is interesting to see how those who do like them incorporate them into D6.
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garhkal
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PostPosted: Wed Feb 15, 2012 3:42 pm    Post subject: Reply with quote

And depending on the player some of those 'disadvantages; may be just window dressing..
Such as say they take ward/child... what you gonna do when they just dump them? Or don't bother to go rescue them when the BBEG's henchmen kidnap them?
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Blue Glowie
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PostPosted: Wed Feb 15, 2012 5:20 pm    Post subject: Reply with quote

I have a list of advantages/disadvantages that I use for my campaign. I heavily modified and added to a list I think I found on the forums:
http://www.obsidianportal.com/campaign/rebelscum/wikis/advantages-and-disadvantages

The PC's chose 4 points worth from each list about midway through the campaign, and I'll probably let them do it again at some point.
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Bren
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PostPosted: Wed Feb 15, 2012 6:38 pm    Post subject: Reply with quote

garhkal wrote:
Such as say they take ward/child... what you gonna do when they just dump them? Or don't bother to go rescue them when the BBEG's henchmen kidnap them?

That is really a player problem not a rules problem. So the best solution is to discuss this with the player directly.

However my snarky, passive-agressive response would be that the GM should
a) decide which disadvantages suddenly stop working preferable at the most inopportune time and/or
b) select new disadvantages that are easier to enforce e.g. unknown to the player he receives Disadvantage: Hunted by the Inquisition frequently occurs in play ~ once per session. Twisted Evil
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Kaloth Varsk
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PostPosted: Wed Feb 15, 2012 6:47 pm    Post subject: Reply with quote

I typically saw all "plot related" disadvantages or flaws to not be disadvantages. As a player, it is, "wait, I get more points to make my character stronger by giving plot hooks to focus more adventure on me?"

It's why I was never a fan of them, and why I don't use them in most systems. You are going to get obstacles thrown at you whether you have flaws or not.
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Admiral Tolval
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PostPosted: Wed Feb 15, 2012 8:46 pm    Post subject: Reply with quote

I can see how some players could take advantage of adv/disadv. I had a good group however and we had fun with them.

garhkal wrote
Quote:
Such as say they take ward/child... what you gonna do when they just dump them?


Child services takes the ward/child in and the player is now wanted by sector authorities for child abandonment. That disadv of 1 pt just got bumped up to a 2 or 3 pt enemy disadv. This being said, the GM has the final say in any adv/disadv that is available. If you know a player is just picking up a dependent disadv just for the pts. and has no notice of rping it, don't let them pick it. Also, the GM can connect the disadv to adv. The player picks a dependant disadv but also wealth adv. The GM can say that the wealth is only available as long as the player takes care of the dependant like a trust fund or something. If you have a group that would totally rip this off for their own benefit and not rp it, don't even offer it to them. The group I used this with, I played with for four years before using this. They were a good mix group of roleplayers (1 real roleplayer, 2 real man, 1 munkin, and 1 loonie). See this link for the meanings behind these types of players http://pw1.netcom.com/~shagbert/pages/munchkins.html
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Grimace
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PostPosted: Wed Feb 15, 2012 11:20 pm    Post subject: Reply with quote

Ha ha! That "Real Men/Role players/Loonies/Munchkins" is funny. I guess, based on what it says, I fall into the "Real Men" category.

Last edited by Grimace on Fri Feb 17, 2012 1:39 am; edited 1 time in total
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ZzaphodD
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PostPosted: Thu Feb 16, 2012 4:26 pm    Post subject: Reply with quote

garhkal wrote:
And depending on the player some of those 'disadvantages; may be just window dressing..
Such as say they take ward/child... what you gonna do when they just dump them? Or don't bother to go rescue them when the BBEG's henchmen kidnap them?


The child obviously, by a 'chance encounter', happens to save the life of Boba Fett who now pledges to take revenge on the character... Laughing
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Bren
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PostPosted: Thu Feb 16, 2012 8:37 pm    Post subject: Reply with quote

ZzaphodD wrote:
The child obviously, by a 'chance encounter', happens to save the life of Boba Fett who now pledges to take revenge on the character... Laughing
8) Much more stylish than my rocks-fall-and-everyone-dies choice of Hunted by the Inquisition.

But seriously, this is a player problem. It's not a rules problem. That's why Admiral Tolval didn't need a rule to prevent the problem.

I appear to flip flop between Roleplayers and Real Men.
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