RogerBW's Blog

A Different View of Character Points 05 June 2026

Is a disadvantage really a disadvantage? It depends on how you look at it.

In most point-based RPGs like GURPS or the Hero System, things which are disadvantageous to the character have a negative point value: in return for being scared of spiders or short-sighted, you get more points to be awesome on other respects.

I see this historically as part of the general move away from an adversarial GMing style of the late 1980s and early 1990s: the player's reaction to that, to a GM who will remorselessly use any lever to punish the character, is to build a character who is an egg, all smooth surfaces and no handles. You can't put my Aunt May in danger if I don't have an Aunt May. Once players have been thus traumatised, it's hard to get them out of that mindset again, and so the negative character point value of disadvantages serves as a bribe to get them to make a character more interesting. (It's also a puzzle for optimisers: how can I use the points gained from a disadvantage to get some other ability which will allow me to make the disadvantage irrelevant? But I diskard such people.)

I'd like to consider an alternative model. Every trait that goes on a character sheet, positive or negative, is a way of demanding GM attention and spotlight time. The positive ones are obvious: I am the sword master or the genius lock-picker, I can solve this problem. But the negative ones can work similarly: the team will fly to Algiers, oh no it won't because I don't do planes so now we'll need to build a new plan around me.

(Parenthetically, I gather that this was the genesis of the FATE system: to describe traits neither as positive nor negative, but to make them broader, so your "struggling space captain" trait can be both positive (I know how to run a spaceship) and negative (debt collectors are after me) depending on the situation.)

And this I think is why every game I've met that has disadvantages like this has a limit to the total one can get. If my character could have all the disadvantages and all the advantages, then in any given situation they'd have some way of requesting special treatment.

Mathematically, if I have A points in advantageous traits and D points in disadvantageous ones, GURPS says that A - D must be no greater than the point budget; but it also caps D. Indeed I wonder whether one might usefully put a cap on A + D, the amount of special treatment that a character may demand.

Tags: gurps rpgs

  1. Posted by J Michael Cule at 04:08pm on 05 June 2026

    I like the point buy system provided the GM knows enough to not let the players nerf any disadvantages and does not nerf them himself by not being interested enough to make the disads real. I wish I did not have so many examples of both faults in my memory.

    I note that the disadvantage when de=numberised still exists in the DNA of many more recent systems. You can have these bits of good stuff but you have to take at least one of these complications alongw with it.

  2. Posted by RogerBW at 05:36pm on 05 June 2026

    Optimisers put me off Champions back in the day, but now I'm simply not interested in playing with people like that. Everyone with whom I play GURPS is ferociously cooperative, and will happily help other players get the characters they want without trying to cheat the system.

    I found Savage Worlds particularly irritating, in that it effectively turned the costs of all advantages and disadvantages into 1 or 2. Which is frankly a very blunt instrument.

    One of the reasons I put up with the disadvantageous complexity of GURPS is that it lets me build characters who don't quite fit the campaign's archetypes, and whom I find great fun to play.

  3. Posted by ashley pollard at 10:46am on 06 June 2026

    Ah, human beings; can't live with them, can't play games without them.

  4. Posted by John Dallman at 05:11pm on 06 June 2026

    My approach to disadvantages nowadays is to find the ones that match with the way the character feels they should behave: Honesty, Sense of Duty, and things like that.

    Those can impose other problems. I'm currently playing an intelligence agent who doesn't understand criminal thinking, and is only slowly realising that this is a problem.

  5. Posted by RogerBW at 03:51pm on 07 June 2026

    I take a similar approach, but in that case we don't need to be bribed with more good stuff to take the bad stuff: we'd start off from the approach that this is a person like that (whose actions are restricted in some way, by mental blind spots or poverty or a sense of honour or whatever). (Because we know our GMs aren't out to mess us about but to set up situations in which all the players can have a good time.)

  6. Posted by RogerBW at 09:01pm on 14 June 2026

    Thanks, but I don't Discord. If the information is somewhere that's actually public, I'd love to hear about it.

  7. Posted by Paul Blackwell at 07:11pm on 18 June 2026

    To be picky, there is already a cap on A+D, which is the point budget plus twice the disadvantage limit. That doesn't mean one couldn't also have a tighter limit, of course; in a way it supports your wider argument, in that it shows that taking disadvantages of a given cost does in a sense give you twice the extra spotlight time. But it does mean that often there won't be a lot to gain from the extra constraint.

    Having said that - and perhaps just to make explicit something that is implicit in your original post - the extent to which traits in GURPS translate into spotlight time varies a lot. That's more so in 4e, now that every (non-quirk) negative trait counts as a disadvantage, even slightly below-average (sub-)attributes. If you have IQ12, taking Will 11 is officially a Disadvantage, but doesn't get you any more spotlight time, except indirectly by paying for Per 13. And some Advantages do contain both benefits and drawbacks.

    "Everyone with whom I play GURPS is ferociously cooperative..." I'll happily take that, but equally happily note that "cooperatively ferocious" also applies, at least to the characters, when appropriate.

  8. Posted by RogerBW at 09:23am on 19 June 2026

    Indeed, I was mostly wondering whether rephrasing the constraints more or less as you suggest might make it clearer that disadvantages aren't just a way of paying for the fun stuff.

    (One of the main reasons I stick with GURPS generally is the disadvantages: they're a handy way to build an interesting personality different from mine.)

    Ultimately of course points aren't at all consistent in their worth anyway. If character A has all the blasting powers and character B is rich and well-connected, which one is more effective will depend hugely on the nature of the campaign: not tech level or whatever, simply how the GM feels about the relative effectiveness of those techniques and what sort of game they want to run.

    (All right, I did briefly play a Corax (were-raven) in a GURPS Werewolf game who had almost no powers but was on good terms with basically everybody, which was remarkably effective.)

    Ferocious when needed, yes, but often bending over backwards to avoid violence as long as any other option seems viable. I like that.

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