05-31-2009, 10:44 AM | #31 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Perks, can we have too many?
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Appearance and Voice tend to be easy to remember, as players tend to emphasize this in their descriptions. |
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05-31-2009, 11:15 AM | #32 |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Perks, can we have too many?
They give a few minor bonuses to add flavour. The most I've had on a character yet is my gunslinger and he's got, six, I think. Most of it has to do with enabling him to spin the guns and open doors without them going off... the biggest one is the off-hand weapon training one. But, if you do it right, they all become more or less one package after you've used them and begin to make sense.
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-safe from the children born as ghosts |
06-01-2009, 04:27 AM | #33 | |
Banned
Join Date: Apr 2008
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Re: Perks, can we have too many?
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I think we see ourselves as engaging in a collaborative effort to make the game events feel true in relation to the input plot points -- ie. it doesn't matter who points out that Jimbob's Acute Hearing should give him a bonus, as long as afterword you don't end up asking 'Hey why didn't Jimbob hear that'. That last eventuality is a failure of both GM and players together IMO. |
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06-01-2009, 05:16 AM | #34 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Perks, can we have too many?
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Most of the time I manage without the players needing to say anything.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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06-02-2009, 02:29 AM | #35 |
Join Date: Apr 2005
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Re: Perks, can we have too many?
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06-02-2009, 11:16 AM | #36 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Perks, can we have too many?
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06-02-2009, 11:24 AM | #37 |
Join Date: May 2009
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Re: Perks, can we have too many?
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Tags |
perks, rules |
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