From traveler@io.com Sun Jan 25 20:36:55 1998 Date: Sun, 25 Jan 1998 20:37:03 -0600 (CST) From: Dataweaver Subject: Values GURPS does a pretty good job of representing the downside of having a code of honor, or being honest, or greedy. But it's a little weak on the _benefits_ they provide... Most mental disadvantages represent some aspect of the character's value system - what is important to him? In real life, your values make it easier for you to make up your mind when faced with a crisis; an honest man will find it easier to avoid breaking the law, even if he's being pressured to do so by bribes or intimidation. To model this, I would suggest allowing various Mental Disadvantages to give bonuses to Will rolls whenever the purposes of the Disad would be served by making the roll. Generally, this would be a +1 bonus; but if you're using some form of the optional Will rules presented in CI that allow for 'levelled' Mental Disads, apply a further +1 bonus for every 'level' you have above the normal, and disregard the existing bonus entirely if you have a 'weaker' version. ---- Jonathan Lang ---- x ------- alias: Dataweaver ---------