<div dir="ltr"><div class="gmail_extra"><br><div class="gmail_quote">On 19 November 2013 04:20, Peter Maranci <span dir="ltr"><<a href="mailto:pmaranci@gmail.com" target="_blank">pmaranci@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Interesting points, Styopa - thanks! How about having two lists, then? One of advantages, and one of disadvantages. PCs could roll once or more on each one, Or instead might be allowed to pick one or more from each one, said choices being subject to the GM's approval of course.</blockquote>
</div><br>That is, IIRC, roughly how Savage Worlds handles it. Basically you pick 1 or 2 advantages (they call them edges) and 1 or 2 disadvantages. That's all there is to it.</div><div class="gmail_extra"><br></div>
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I would be much more inclined to add that level of complexity to RQ than to fold them into a points-based character generation system so that the more disadvantages someone has, the more competent they are. <br><br clear="all">
<div>Bruce</div>-- <br>The art is pretending it's art, the question is do you need soup.
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