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    Disadvantages Issues

    Hi folx! Here are some thoughts about Disadvantages that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the issues about Disadvantages that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.

    Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it. The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.

    Periodically I may post other questions and thoughts that occur to me.


    Q: Should we change the term “Disadvantages”?

    Steve’s Thoughts: I think this is worth considering. While they can hinder a character, Disadvantages’ real role is to provide plot hooks for the GM to get characters into a story, or to complicate the events of a story. Calling them “Complications” or something of the sort would more accurately describe them, I think. It would also eliminate any possible confusion among people who wonder why Advantages and Disadvantages aren’t “opposites.”


    Q: Should the term “Limitation” be removed from the names of various Disadvantages?

    Steve’s Thoughts: I definitely think so. A Limitation is an entirely separate game mechanic, and using the term in Disadvantages may be confusing to some people. Calling them Physical Disadvantage, Psychological Disadvantage, and the like makes more sense.


    Q: Should we change the way Disadvantages reward you for taking/using them?

    Steve’s Thoughts: I think we should. The way the HERO System is currently set up, every player character basically takes his full allotment of Disadvantages because, despite the fact that theoretically a Disadvantaged and a Disadvantage-less character should be equally effective, the truth is we all know that they’re not. The points you get from a Disadvantage buy you things you can use all the time, whereas even the most restrictive Disadvantage only affects a character some of the time.

    This leads to some undesireable results. First, characters often tend to choose Disadvantages solely to get the points for them, not because they help to define the character and provide plot hooks for the GM (which to my mind is their true purpose). Second, characters often have to load themselves down with Disadvantages they don’t really want just to have enough points to be competitive with other characters, which makes them less fun to play. Third, to avoid these traps, characters often “metagame” the system to find Disadvantages that aren’t really all that restrictive.

    I can see two possible solutions to this problem that appeal to me, one of which is pretty radical and the other of which is less so. The first is to take a page from many “modern” game designs and give characters something other than Character Points for Disadvantages. In this case, and using 5E point totals here, every Standard Superheroic character would just start out with a flat 350 Character Points, period, no need for any Disadvantages at all. However, if he took Disadvantages, and one of them came into play, he’d get something for that. What would he get? Well, assuming I incorporate the Hero Points rules into the core rules (see the “General Issues” thread), my thinking is that he’d get an extra Hero Point, usable only in that scenario, that scene, or for some other restricted period of time.

    The second approach is to significantly curtail the amount of Disadvantage points required. Again to use 5E totals, a Standard Superhero (currently built on 200 base points + 150 Disadvantage points) might instead be built on 300 + 50. That way there’s room to take some Disadvantages, but no need to strain things to take Disadvantages that aren’t really “central” to the character’s concept.

    Along similar lines, if we keep some relationship between Disadvantages and points, I wonder if it might not be worthwhile to express the relationship in a different fashion. Instead of saying, “You take Disadvantages and you get points for them,” would it get the point of Disadvantages across better to say, “You have 100 points to spend on Complications for your character that you want the GM to incorporate into the game.” In effect this emphasizes the *positive* aspect of Disadvantages as a character development tool.


    Q: Should Age/Normal Characteristic Maxima be removed as a Disadvantage?

    Steve’s Thoughts: I think so. They don’t really function quite like other Disadvantages, and really work better simply as “campaign definers” set by the GM rather than as Disadvantages.


    Q: Should Physical Limitation be more granular, provide more options?

    Steve’s Thoughts: I think it should. I wrote up an article about this in DH #25, and I’ll probably implement that expansion in the 6E rules.


    Q: Should the rules for Susceptibility be expanded?

    Steve’s Thoughts: I think this idea should be considered. Champions had some rules along these lines that might be worth incorporating into the main rules.


    Q: Should Susceptibility and Dependence be combined into one Disadvantage?

    Steve’s Thoughts: There’s some argument to be made that these two Disadvantages are essentially flipsides of the same coin and would work better as one. I’m certainly not convinced yet, but it’s worth thinking about.
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    Re: Disadvantages Issues

    I like Complications.

    I am cool with eliminating Limitation too. How about Psychological Complication?

    I agree you should change the Disadvantages reward you for taking them. For several years I have allowed fewer and fewer points to come from Disadvantages. In my current two campaigns, you get no points for Disadvantages. You are rewarded when they come into play.

    Age/Normal Characteristic Maxima should be removed as a Disadvantage. I have all but ignored it most of the time anyway.

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    Re: Disadvantages Issues

    Quote Originally Posted by Steve Long View Post
    I can see two possible solutions to this problem that appeal to me, one of which is pretty radical and the other of which is less so. The first is to take a page from many “modern” game designs and give characters something other than Character Points for Disadvantages. In this case, and using 5E point totals here, every Standard Superheroic character would just start out with a flat 350 Character Points, period, no need for any Disadvantages at all. However, if he took Disadvantages, and one of them came into play, he’d get something for that. What would he get? Well, assuming I incorporate the Hero Points rules into the core rules (see the “General Issues” thread), my thinking is that he’d get an extra Hero Point, usable only in that scenario, that scene, or for some other restricted period of time.
    I like the idea of changing how Disadvantages work. One thing; have you seen Evil Hat Games' FATE? A variation on the Fudge system, its main innovation was something called Aspects. They're general descriptors that have good and bad sides; they can be invoked by a player at will, or "compelled" by the GM. When the Aspect is invoked by the player, he gets a Hero Point*, assuming it fits with the situation, is sufficiently invoked, etc. When an Aspect is compelled, the GM offers the player a Hero Point, in exchange for the GM using the Aspect against the character in some way. The player can decline to accept, in which case he has to pay the GM a Hero Point.

    * I think if you use them you should call them exactly that. Where else would Hero Points be but in the Hero System?
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    Re: Disadvantages Issues

    I have to agree with Chris here. I like the duality of Spirit of the Century's Aspects.

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    Re: Disadvantages Issues

    While I can see both sides of the Disadvantages issue, I would honestly be good with either one.

    If you do decide to go with the current system I would love to see either the elimination of or major revisons to the "Dependence" disadvantage. As it stands now, you set the frequency of the bad effects and if you go much over 1/min the value of the disad reaches 0.

    This means that Dependence is only good for is something that kills you if you don't have it for 10 seconds. It feels like "must be bathed in radiation every 24 hours or looses 1d6 body" should be a dependence, and a 10 or 15 point one at that, but under the current rules it isn't worth anything.
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    Re: Disadvantages Issues

    In reference to Hero points, or just reducing the amount of disadvantages most characters need to take..

    Can you fx it so players can do both? Use Disads to either get more points, or get a pool of resuable Hero points, or a combination in between?
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    Re: Disadvantages Issues

    Quote Originally Posted by Chris Goodwin View Post
    I like the idea of changing how Disadvantages work. One thing; have you seen Evil Hat Games' FATE? A variation on the Fudge system, its main innovation was something called Aspects. They're general descriptors that have good and bad sides; they can be invoked by a player at will, or "compelled" by the GM. When the Aspect is invoked by the player, he gets a Hero Point*, assuming it fits with the situation, is sufficiently invoked, etc. When an Aspect is compelled, the GM offers the player a Hero Point, in exchange for the GM using the Aspect against the character in some way. The player can decline to accept, in which case he has to pay the GM a Hero Point.

    * I think if you use them you should call them exactly that. Where else would Hero Points be but in the Hero System?
    This is also similar to how it's done in Mutants & Masterminds 2nd Edition. This would be an interesting way to go.

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    Re: Disadvantages Issues

    Changing naming conventions seems unnecessary to me, I personally don't like thinking that gamers are easily confused.

    The second bit about changing the reward for them is interesting but it seems a bit extreme.

    the last for questions I say: Go for it.
    and throw Quirks in.
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    Re: Disadvantages Issues

    I can see two possible solutions to this problem that appeal to me, one of which is pretty radical and the other of which is less so. The first is to take a page from many “modern” game designs and give characters something other than Character Points for Disadvantages. In this case, and using 5E point totals here, every Standard Superheroic character would just start out with a flat 350 Character Points, period, no need for any Disadvantages at all. However, if he took Disadvantages, and one of them came into play, he’d get something for that. What would he get? Well, assuming I incorporate the Hero Points rules into the core rules (see the “General Issues” thread), my thinking is that he’d get an extra Hero Point, usable only in that scenario, that scene, or for some other restricted period of time.

    The second approach is to significantly curtail the amount of Disadvantage points required. Again to use 5E totals, a Standard Superhero (currently built on 200 base points + 150 Disadvantage points) might instead be built on 300 + 50. That way there’s room to take some Disadvantages, but no need to strain things to take Disadvantages that aren’t really “central” to the character’s concept.

    Along similar lines, if we keep some relationship between Disadvantages and points, I wonder if it might not be worthwhile to express the relationship in a different fashion. Instead of saying, “You take Disadvantages and you get points for them,” would it get the point of Disadvantages across better to say, “You have 100 points to spend on Complications for your character that you want the GM to incorporate into the game.” In effect this emphasizes the *positive* aspect of Disadvantages as a character development tool.
    I like all the above

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    Re: Disadvantages Issues

    I like tons of disadvantages especially psychologicals to define the character. I really like the whole extra points for fleshing out a character concept. I feel like such a old unadaptable guy here but this another core concept of HERO to me and another make or break issue like characteristics
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    Re: Disadvantages Issues

    Thinking some more about it: when I first got into the system, the idea of rewarding people for making their characters more interesting, as well as giving GMs hooks to bring them into adventures, was one of the coolest parts for me. So, keep Disadvantages as is, but add the "Hero Points for invoking" aspect as a toolkitting option.
    Chris Goodwin

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    Re: Disadvantages Issues

    I'm also strongly in favour of doing something along the lines of FATE, even though that's sooo un-hero Use some of the rules that Luck has for it, I suppose.
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    Re: Disadvantages Issues

    Some disadvantages are just that others are complications.

    Suseptabilities are full on disads with feeling negative issues.

    Most psych lims, hunteds DNPCs and the like are more like extended plot hooks. Some fall in the middle. Honestly you should almost split them out into hooks and disads and limit the disads much more. (I believe 300 + 50 was mentioned)
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    Re: Disadvantages Issues

    Keep the standard rules for disadvantages but make the Hero point reward system optional as part of the toolkitting approach. Going the "compelling" route would add a layer of Shared Narrative Control that some groups aren't comfortable with but could make a good option for that that want it.

    I also wouldn't mind lower amounts of Disads required. It would mean less scraping for points.

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    Re: Disadvantages Issues

    I printed off all of Steve's original posts in all of the 6th Edition threads and spent hours reading them last night and thinking. It is amazing how little I came up with to respond with though. However the opinions in this post are based only on what Steve has posted in message #1 of this thread, I haven't been influenced by what others have posted subsequently since I haven't read them yet. I will try to keep my comments brief since there is a hellava lot to read in these discussions.
    Quote Originally Posted by Steve Long View Post
    Q: Should we change the term “Disadvantages”?
    Disadvantages sounds generic enough for me. I see no compelling reason to change it.

    Q: Should the term “Limitation” be removed from the names of various Disadvantages?
    Yes, Using terms like Physical Disadvantage would eliminate a possible point of confusion.

    Q: Should we change the way Disadvantages reward you for taking/using them?

    The second approach is to significantly curtail the amount of Disadvantage points required. Again to use 5E totals, a Standard Superhero (currently built on 200 base points + 150 Disadvantage points) might instead be built on 300 + 50. That way there’s room to take some Disadvantages, but no need to strain things to take Disadvantages that aren’t really “central” to the character’s concept.

    Along similar lines, if we keep some relationship between Disadvantages and points, I wonder if it might not be worthwhile to express the relationship in a different fashion. Instead of saying, “You take Disadvantages and you get points for them,” would it get the point of Disadvantages across better to say, “You have 100 points to spend on Complications for your character that you want the GM to incorporate into the game.” In effect this emphasizes the *positive* aspect of Disadvantages as a character development tool.
    I generally agree with the two paragraphs above. In our games we have often reduced the Disadvantage level and boosted the Base Points level. Instead of a Heroic game of 75+75 we use 100+50. The logic being that 50 points of played disadvantages add more to the game than 75 points worth that may hardly enter into the game. In a Super Heroic setting with six players each having 150 points of Disadvantages this can become a real problem. If the Disadvantages are going to be used as used as they ought to be, every game would focus on PC Disadvantages to the exclusion of other themes. A Disadvantage that is not limiting in some way should not be worth points. Therefore we prefer to reduce the number of disadvantages to a manageable level so the character are given a hardship for their disads and yet the game is not totally sidetracked by worrying about the thee DNPCs and two Hunters that turned up in the middle of the odd environmental situation that the GM had to concoct to make another Characters Disad present a real hazard.

    Q: Should Age/Normal Characteristic Maxima be removed as a Disadvantage?
    Yes, they really don't belong in a Supers game and a Heroic Game uses CHAR Maxima by default anyway.

    Q: Should Physical Limitation be more granular, provide more options?

    Steve’s Thoughts: I think it should. I wrote up an article about this in DH #25, and I’ll probably implement that expansion in the 6E rules.
    I reviewed the article and I like it.

    Q: Should the rules for Susceptibility be expanded?

    Steve’s Thoughts: I think this idea should be considered. Champions had some rules along these lines that might be worth incorporating into the main rules.
    For those interested this can be found on page 158 of Champions or page 190 of 25th Anniversary Champions. I like what I read there.

    Q: Should Susceptibility and Dependence be combined into one Disadvantage?
    I think so. I have always found Dependence to be kind of odd.
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