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<blockquote data-quote="Nytmare" data-source="post: 4703095" data-attributes="member: 55178"><p>I'd be nervous about introducing an advantage/disadvantage element. Mechanics like this always seemed to add more in the way of rabidly twinking out a character than it added depth or interesting layers to a character. Especially in a system that has (arguably) strived so hard to be balanced, and where random +1 bonuses are so hard to come by. </p><p> </p><p>I'd imagine a lot of disadvantages where people were taking penalties with weapons and armor they had never been planning to use, penalties to skills they had already sacrificed, and penalties that affect the rest of the party while never even beginning to bother the person taking them.</p><p> </p><p>I used to play a lot of GURPS, and all I really remember about it was that there were way too many color blind, socially retarded, people with phobias of things they were never going to realistically run into in a game, who had personal codes against shedding blood and world-conquering arch enemies breathing down their necks at first level.</p><p> </p><p>In our group, we have a quality/flaw system that is totally divorced from the mechanics. Just two words that try to sum up what your good points and your bad points are that we can use as a tool to describe the reasons why your good rolls are good and your bad rolls are bad.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 4703095, member: 55178"] I'd be nervous about introducing an advantage/disadvantage element. Mechanics like this always seemed to add more in the way of rabidly twinking out a character than it added depth or interesting layers to a character. Especially in a system that has (arguably) strived so hard to be balanced, and where random +1 bonuses are so hard to come by. I'd imagine a lot of disadvantages where people were taking penalties with weapons and armor they had never been planning to use, penalties to skills they had already sacrificed, and penalties that affect the rest of the party while never even beginning to bother the person taking them. I used to play a lot of GURPS, and all I really remember about it was that there were way too many color blind, socially retarded, people with phobias of things they were never going to realistically run into in a game, who had personal codes against shedding blood and world-conquering arch enemies breathing down their necks at first level. In our group, we have a quality/flaw system that is totally divorced from the mechanics. Just two words that try to sum up what your good points and your bad points are that we can use as a tool to describe the reasons why your good rolls are good and your bad rolls are bad. [/QUOTE]
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