Affichage des articles dont le libellé est disadvantages or advantages. Afficher tous les articles
Affichage des articles dont le libellé est disadvantages or advantages. Afficher tous les articles

No quirks, disadvantages or advantages

mercredi 8 avril 2015

Folks,

It has been sometime since I posted, and I am hoping to get my GURPS campaign off the ground; however, I require some insight on how to handle the following items.



Quirks, advantages and disadvantages really do not fit into my style of GM. I like my players to come up with their own ideas, and get away from the min/max, since I will be having a number of vid-gamers coming to play this time around.



Due to the latter, and being lazy - I am not going to use quirks, advantages or disadvantages that are beyond my character/class templates.



It should also be noted that I am starting my characters off roughly around 100-150 point templates. My main question is - how many points should i allow for character customization? These points will be in addition to the template. Also, should i scale the template points back, since 40+/- points will not be used for quirks, advantages and/or disadvantages?



Looking for player thoughts - and insight since this will be my first time running GURPS.... coming from Classic Traveller and Classic D&D.



Thanks

No quirks, disadvantages or advantages

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