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20 New M&M Weaknesses (10pt/5pt/2pt)
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<blockquote data-quote="Neo" data-source="post: 1648639" data-attributes="member: 4139"><p>Not really as I mention above there is a big difference between having people who want tog et thier own back because you beat them or foiled their plan and those whose entire reason for getting up in the morning is to cause you more misery... its the difference between having villains you beat as part of your daily life to the villains who could care less about anything BUT you specifically.</p><p></p><p></p><p></p><p>The old plot device rational holds no water with me im afraid :d technically everything is a plot device so why have rules for anything. Heck the adventures we run are plot devices..they get the group from point A to point B in a story.., the heroes themselves are a plot device for without it no story could unfold and so on and so forth... plot device as a rationale for not detailing things in that way is a lazy GM's get out of jail free card and not one I use.</p><p></p><p></p><p></p><p>I explained the rationale for this one in previous posts its fairly straightforward and because players prefer it that way. Not every player wants to save thier girlfriend from being dropped off the golden gate bridge every other adventure, or save Aunt May from the predations of venom constantly.. not every player wants that kind of complication. Hence as a weakness it allows only those who wish to open themselves up for such liabilities to have to deal with them.</p><p></p><p></p><p></p><p>again big difference between people you upset or interfer with compared to those whose specific aggend is to bring you specifically down.</p><p></p><p></p><p></p><p>that would be a save and only necessary when applicable, hardly clunky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Imaginary is afar more than a plaw on a power its fundamental to a characters concept and has the potential for significant implications, definitely worthwhile of being a weakness imo.</p><p></p><p></p><p></p><p></p><p>I think Mental Disorder is a bit more rewarding of its own detail than a Quirk... im sure anyone with a mental disorder would be vastly amused of the notion of their problem being referred to as a mere quirk <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> A lisp or nervous twitch is a quick... a disorder is substantially more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Besides quirks are detailed separately and work in many different ways as the Quirks shown in Crooks illustrate. quirk is a catchall title for many different things and work in many different ways..but they still need detailing individual as was done in Crooks as I say.</p><p></p><p></p><p></p><p></p><p>Dependencies are not restricted purely to substance abuse.. there are many many forms of dependency and that is what the weakness is there to show. though again as a plot device just doesn't hold no water with me.. to say Tony Starks alcoholism is a plot device may be true, but it nevertheless has an actual physical presence in his actions and choices and an impact on his daily life... and that is what takes these things out of the realm of mere plot device and into the realm of a specific weakness. The only reason to have it just as a plot device is if someone didnt particularly want to roelplay it or implement some mechanic to handle it or have it impact directly on play except when the GM remembers to say oh yeah.. and while your in the bar you get a terrible craving for a drink.. it deserves more attention than that in my book. Its more than a story tool, dependencies the likes of Alcoholism and other substance absue, habitual gambling etc.. are life defining and life changing and that is why i include them as weaknesses.</p><p></p><p></p><p></p><p>Well any GM has to apply a little bit of common sense, someone wanting a few points for each doesn't have a weakness (other than an ability to make a decision probably <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ), for myself my players are limited to no more than two weaknesses and if taken must be played as such.</p><p></p><p>If the few in the book is fine for you then thats cool really <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> , you dont need to use any of the ones I posted here, but by the same token if that was your choice i'd avoid the other M&M books like Croooks, the Annual etc.. that expand upon the list you like.</p><p></p><p>If folks want to use them they will, if they dont they won't its all good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Neo, post: 1648639, member: 4139"] Not really as I mention above there is a big difference between having people who want tog et thier own back because you beat them or foiled their plan and those whose entire reason for getting up in the morning is to cause you more misery... its the difference between having villains you beat as part of your daily life to the villains who could care less about anything BUT you specifically. The old plot device rational holds no water with me im afraid :d technically everything is a plot device so why have rules for anything. Heck the adventures we run are plot devices..they get the group from point A to point B in a story.., the heroes themselves are a plot device for without it no story could unfold and so on and so forth... plot device as a rationale for not detailing things in that way is a lazy GM's get out of jail free card and not one I use. I explained the rationale for this one in previous posts its fairly straightforward and because players prefer it that way. Not every player wants to save thier girlfriend from being dropped off the golden gate bridge every other adventure, or save Aunt May from the predations of venom constantly.. not every player wants that kind of complication. Hence as a weakness it allows only those who wish to open themselves up for such liabilities to have to deal with them. again big difference between people you upset or interfer with compared to those whose specific aggend is to bring you specifically down. that would be a save and only necessary when applicable, hardly clunky :) Imaginary is afar more than a plaw on a power its fundamental to a characters concept and has the potential for significant implications, definitely worthwhile of being a weakness imo. I think Mental Disorder is a bit more rewarding of its own detail than a Quirk... im sure anyone with a mental disorder would be vastly amused of the notion of their problem being referred to as a mere quirk :D A lisp or nervous twitch is a quick... a disorder is substantially more ;) Besides quirks are detailed separately and work in many different ways as the Quirks shown in Crooks illustrate. quirk is a catchall title for many different things and work in many different ways..but they still need detailing individual as was done in Crooks as I say. Dependencies are not restricted purely to substance abuse.. there are many many forms of dependency and that is what the weakness is there to show. though again as a plot device just doesn't hold no water with me.. to say Tony Starks alcoholism is a plot device may be true, but it nevertheless has an actual physical presence in his actions and choices and an impact on his daily life... and that is what takes these things out of the realm of mere plot device and into the realm of a specific weakness. The only reason to have it just as a plot device is if someone didnt particularly want to roelplay it or implement some mechanic to handle it or have it impact directly on play except when the GM remembers to say oh yeah.. and while your in the bar you get a terrible craving for a drink.. it deserves more attention than that in my book. Its more than a story tool, dependencies the likes of Alcoholism and other substance absue, habitual gambling etc.. are life defining and life changing and that is why i include them as weaknesses. Well any GM has to apply a little bit of common sense, someone wanting a few points for each doesn't have a weakness (other than an ability to make a decision probably :D ), for myself my players are limited to no more than two weaknesses and if taken must be played as such. If the few in the book is fine for you then thats cool really :D , you dont need to use any of the ones I posted here, but by the same token if that was your choice i'd avoid the other M&M books like Croooks, the Annual etc.. that expand upon the list you like. If folks want to use them they will, if they dont they won't its all good :) [/QUOTE]
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