Applying Advantages and Disadvantages
Texto
Advantages and disadvantages can add a great deal of flavor to a scene. Conflicts in samurai stories are often determined by the slightest differences between combatants, or one warrior’s unique qualities. The GM and players should make full use of these descriptive traits at appropriate moments, shaping the story based on their characters’ individual qualities. The GM can record each character’s advantages and disadvantages on the Campaign Sheet for ease of reference.
When to Skip Advantages and Disadvantages during a Check
While advantages and disadvantages can be applied to any check for which they make sense, a good rule of thumb is to use them only when it might be decisive. For instance, if a character has already failed, there is no good reason to apply their disadvantage unless the amount by which they fall short matters. Similarly, if a character is already successful, it might not be worth spending much time applying advantages unless bonus successes or removing strife are very important.
Assigning New Advantages and Disadvantages
While each character starts with advantages and disadvantages, characters can also end up acquiring more in the course of play (see Gaining Advantages and Disadvantages, on page 99). Critical strikes can permanently wound characters, leaving them with a scar disadvantage, while the Shadowlands Taint can infect a character’s very soul. Honor and glory can give characters advantages that represent their good reputation and personal convictions (or infamy and doubts).
A character’s social circumstances can be represented with advantages and disadvantages. A powerful alliance might earn a character the Support of [One Group] distinction. In contrast, spurning a group or coming into conflict with them might cause a character to be assigned the Scorn of [One Group] adversity. These advantages and disadvantages should generally take significant effort on the part of the players to obtain.
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Core Rulebook · Chapter 7: The Game Master › Running the Game › Applying Advantagesand Disadvantages · p. 296 p. 297
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Advantages and disadvantages can add a great deal of flavor to a scene. Conflicts in samurai stories are often determined by the slightest differences between combatants, or one warrior’s unique qualities. The GM and players should make full use of these descriptive traits at appropriate moments, shaping the story based on their characters’ individual qualities. The GM can record each character’s advantages and disadvantages on the Campaign Sheet for ease of reference.
When to Skip Advantages and Disadvantages during a Check
While advantages and disadvantages can be applied to any check for which they make sense, a good rule of thumb is to use them only when it might be decisive. For instance, if a character has already failed, there is no good reason to apply their disadvantage unless the amount by which they fall short matters. Similarly, if a character is already successful, it might not be worth spending much time applying advantages unless bonus successes or removing strife are very important.
Assigning New Advantages and Disadvantages
While each character starts with advantages and disadvantages, characters can also end up acquiring more in the course of play (see Gaining Advantages and Disadvantages, on page 99). Critical strikes can permanently wound characters, leaving them with a scar disadvantage, while the Shadowlands Taint can infect a character’s very soul. Honor and glory can give characters advantages that represent their good reputation and personal convictions (or infamy and doubts).
A character’s social circumstances can be represented with advantages and disadvantages. A powerful alliance might earn a character the Support of [One Group] distinction. In contrast, spurning a group or coming into conflict with them might cause a character to be assigned the Scorn of [One Group] adversity. These advantages and disadvantages should generally take significant effort on the part of the players to obtain.
