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Admiral Tolval Cadet
Joined: 14 Feb 2012 Posts: 24
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Posted: Wed Feb 15, 2012 2:14 am Post subject: Advantages/Disadvantages |
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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 Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 15, 2012 2:53 am Post subject: |
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What was the disadvantage to CP trade off? _________________ Confucious sayeth, don't wash cat while drunk! |
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Admiral Tolval Cadet
Joined: 14 Feb 2012 Posts: 24
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Posted: Wed Feb 15, 2012 3:05 am Post subject: |
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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 Lieutenant Commander
Joined: 28 Jan 2012 Posts: 121
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Posted: Wed Feb 15, 2012 9:36 am Post subject: |
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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 Sub-Lieutenant
Joined: 20 Jan 2012 Posts: 57
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Posted: Wed Feb 15, 2012 10:07 am Post subject: |
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but this feels kinda unbalanced. i mean seriously, +1 pip is much better then +1 cp -.- |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 15, 2012 11:21 am Post subject: |
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I just used ads/disads from other D6 books, with players paying for thie ads out their starting dice. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Feb 15, 2012 12:01 pm Post subject: |
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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 Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 15, 2012 3:42 pm Post subject: |
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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? _________________ Confucious sayeth, don't wash cat while drunk! |
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Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Feb 15, 2012 6:38 pm Post subject: |
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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. |
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Kaloth Varsk Lieutenant Commander
Joined: 28 Jan 2012 Posts: 121
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Posted: Wed Feb 15, 2012 6:47 pm Post subject: |
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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 Cadet
Joined: 14 Feb 2012 Posts: 24
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Posted: Wed Feb 15, 2012 8:46 pm Post subject: |
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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 Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Wed Feb 15, 2012 11:20 pm Post subject: |
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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 Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Thu Feb 16, 2012 4:26 pm Post subject: |
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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... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Feb 16, 2012 8:37 pm Post subject: |
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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... | 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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