02-14-2012, 02:52 PM | #21 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: The Deadly Spring question
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ISTR that Foot Archery had a number of Optional skills that were perfectly sensible for a Yeoman farmer to take anyway, which I think makes this largely a non-issue. Unless you think that an essentially elite infantry class should be 25 point characters or something. |
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02-14-2012, 02:53 PM | #22 | |
Join Date: Sep 2004
Location: Canada
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Re: The Deadly Spring question
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Which is not the same as saying those restrictions don't exist and aren't the default case - and of course the GM is always free to waive various recommended restrictions or prerequisites any time he wants to. The books do try their best to make sure the GM is aware of the consequences, and at least in the case of that perk and style (i still can't remember which ones) they seem to have been considered acceptable enough to make it a semi-official exception.
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02-14-2012, 02:54 PM | #23 |
Join Date: Oct 2004
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Re: The Deadly Spring question
You get 1 perk per 25 points, according to Power-Ups 2. So a 150 point character gets 6. You get more combat perks if you have a style, package, etc.
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02-14-2012, 02:59 PM | #24 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Deadly Spring question
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02-14-2012, 03:04 PM | #25 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Deadly Spring question
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For Arm ST, I'd not look at that in the same category as acrobatic kicking or even Technique Mastery (Breakfall) . . . anyone with a set of weights or bands can get this, and I'd not look at it the same way as perks more tied to a specific methodology of training.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 02-14-2012 at 03:09 PM. |
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02-14-2012, 03:10 PM | #26 | ||
Wielder of Smart Pants
Join Date: Aug 2004
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Re: The Deadly Spring question
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02-14-2012, 03:11 PM | #27 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Deadly Spring question
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02-14-2012, 11:25 PM | #28 |
Join Date: Oct 2004
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Re: The Deadly Spring question
Basic Set does not limit Perks. If you aren't using styles, packages, etc., a limit of 1 per 25, as suggested in PU2, is fine but even more restrictive than Basic. That's one way to limit Perk abuse, by flat out capping them.
Another way to deal with it is by allowing you to get more perks, but only if you have invested heavily in the field, as PU2 recommends in the combat perks section. The commando in Monster Hunters, for instance, get 1 gun perk per 6 points in Gun!. There are no other limits on perks in MH. In addition, as Tactical Shooting mentions, if your whole professional template counts as a style, you could get 1 perk per ten points. The SEALS, at 240 points for the base template alone, would be happy to know that taking 24 gun perks is fully game legal. So, a 30 point template package for a foot archer could give 3 combat perks. A 75-point Archer in a game which did not use styles could still have 3 perks available, at the recommended 1 per 25. And a 150 point Heroic Archer template could have 15 perks. A game running with Basic Set's advice would have no limit. All of these are "legal" ways to deal with perks. It really depends on how the GM structures the game. |
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deadly spring, pyramid 3/33 |
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