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Old 06-11-2018, 03:41 AM   #1
gudmo
 
Join Date: Aug 2005
Default Dungeon Fantasy Perk Limit

For a Swashbuckler what qualifies as a combat/weapon skill give the combative template and whatnot against the combat perk limit?

Do Combat Techniques count toward the limit? i.e. Feint.

Do Esoteric Combat Skills count? i.e Blind Fighting, Flying Leap, Power Blow, Kiai.

Do Specialized techniques count? i.e. Ultimate Slayer Training.
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Old 06-11-2018, 04:22 AM   #2
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: Dungeon Fantasy Perk Limit

GURPS Dungeon Fantasy 11 Power-Ups is pretty clear on that:

Quote:
Most delvers may buy one Combat Perk per full 20 points
invested in “combat skills,” a category encompassing any skill
that permits attacks or active defenses, with bare hands or
weapons (melee or ranged), plus all Fast-Draw skills.
Techniques are not skills. Esoteric skills are not combat skills, although I can see an argument for Throwing Art.

If you have access to GURPS Martial Arts, look at the box on p. 55 titled 'Combat Skills'. That would seem a reasonable list to use for this purpose.

You or your GM are of course free to interpret this more generously, following the model used in GURPS Martial Arts which allows one combat perk per 20 points spent in combat skills and one combat perk per 10 points spent in the techniques and required skills of a given style, but I see nothing to suggest the restriction is meant to be interpreted that way be default.
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