Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is GURPS?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DrunkonDuty" data-source="post: 4330360" data-attributes="member: 54364"><p>I have no idea about Superman's history specifically. But in HERO terms a Code vs. Killing with an ego roll -5 is pretty hard to get around. Don't take it unless you're pretty certain that's what you want. As a GM I'd say it equates to the the great inner turmoil that the character feels at having to do something they feel is so fundamentally wrong. I would certainly allow the player to continue making Ego Rolls every action until they achieved the desired result. It would be at worst a delay. If there was no time for hesitation I'd allow the character to act right away regardless. But in either case I'd expect the player to role play the self-loathing, etc that would result. </p><p></p><p>So in the hypothetical 1 life vs. billions: I wouldn't expect Superman to hesitate if Doomsday were about to press the button. But I would expect him to question his actions afterwards. Keep saying to himself: 'Maybe I could have done it differently. Maybe he didn't have to die. Maybe I'm as bad as Doomsday.' Then I'd give the player a dream sequence of the most hackneyed variety, possibly even bring back the dead person's ghost. As you can guess I'm a ROLEplayer. <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>Of course as a GM I'd not generally put a player in the position of 'go against your severe pscyh lim or get get screwed by the bad guy.' I'd generally try to discourage psych lims taken to Very Strong level in any case. Disads, in my book, are things to hang plot hooks on; encourage role playing and exploit in combat. Very rarely, for reasons of drama, you do put the players in direct confrontation with their disads. But that is a staple of the Supers genre (and literature in general) in any case and by no means limited to HERO.</p><p></p><p>Before anyone gets up in arms about the latter and accuses me of being a confrontational GM: players get to choose if they want a specific weakness and get points based on how likely they are to encounter it. It's understood that if someone takes Susceptabilty: Kryptonite then they're going to encounter kryptonite despite the extremely low chances that fragments from an exploding planet millions of light years away would ever reach earth (at speeds of less than light speed at that!) in any case. Let alone in the sort of amounts it seems to have. </p><p></p><p>BTW: re. 'quirks' in the GURPS specific sense: I've actually used them in HERO. Told the players 'pick 5 x 1pt quirks, just like in GURPS.' It's certainly not a difficult mechanic to import.</p><p></p><p>Mmm. Would also like to say I don't dislike GURPS. I've said, on this forum somewhere, that I <em>love </em> the source books. They are the cats meow. In actual play I find that it leaves me a bit flat. Really not sure why. On paper it works for me. <shrugs></p><p></p><p>PPPS: I remember Dai Blackthorn when he was just a poor lad in a fantasy faux-mediaeval city with nought but a cheap knife to his name. Now he's got a psychic knife and hot job with the psicops. He's all growed up. <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" /></p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4330360, member: 54364"] I have no idea about Superman's history specifically. But in HERO terms a Code vs. Killing with an ego roll -5 is pretty hard to get around. Don't take it unless you're pretty certain that's what you want. As a GM I'd say it equates to the the great inner turmoil that the character feels at having to do something they feel is so fundamentally wrong. I would certainly allow the player to continue making Ego Rolls every action until they achieved the desired result. It would be at worst a delay. If there was no time for hesitation I'd allow the character to act right away regardless. But in either case I'd expect the player to role play the self-loathing, etc that would result. So in the hypothetical 1 life vs. billions: I wouldn't expect Superman to hesitate if Doomsday were about to press the button. But I would expect him to question his actions afterwards. Keep saying to himself: 'Maybe I could have done it differently. Maybe he didn't have to die. Maybe I'm as bad as Doomsday.' Then I'd give the player a dream sequence of the most hackneyed variety, possibly even bring back the dead person's ghost. As you can guess I'm a ROLEplayer. ;) Of course as a GM I'd not generally put a player in the position of 'go against your severe pscyh lim or get get screwed by the bad guy.' I'd generally try to discourage psych lims taken to Very Strong level in any case. Disads, in my book, are things to hang plot hooks on; encourage role playing and exploit in combat. Very rarely, for reasons of drama, you do put the players in direct confrontation with their disads. But that is a staple of the Supers genre (and literature in general) in any case and by no means limited to HERO. Before anyone gets up in arms about the latter and accuses me of being a confrontational GM: players get to choose if they want a specific weakness and get points based on how likely they are to encounter it. It's understood that if someone takes Susceptabilty: Kryptonite then they're going to encounter kryptonite despite the extremely low chances that fragments from an exploding planet millions of light years away would ever reach earth (at speeds of less than light speed at that!) in any case. Let alone in the sort of amounts it seems to have. BTW: re. 'quirks' in the GURPS specific sense: I've actually used them in HERO. Told the players 'pick 5 x 1pt quirks, just like in GURPS.' It's certainly not a difficult mechanic to import. Mmm. Would also like to say I don't dislike GURPS. I've said, on this forum somewhere, that I [I]love [/I] the source books. They are the cats meow. In actual play I find that it leaves me a bit flat. Really not sure why. On paper it works for me. <shrugs> PPPS: I remember Dai Blackthorn when he was just a poor lad in a fantasy faux-mediaeval city with nought but a cheap knife to his name. Now he's got a psychic knife and hot job with the psicops. He's all growed up. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is GURPS?
Top