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05-30-2009, 03:52 PM | #1 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Perks, can we have too many?
Basic, Martial Arts, Power-Ups 2, Magical Styles, Psionic Powers... we have so many Perks it's starting to make me feel dizzy. What's worse, they're spread over several books.
Can we have too many? Are perks the GURPS version of prestige classes (something obscure and munchkiny that everyone wants)? My players haven't sprung a bunch on me yet, actually they're simple players with clean characters, I'm the one who's likely to spring this on my GM. I'm not doing it a lot and already I'm getting the "are you sure you're not trying to pull one on me?" look. This isn't criticism per se, if anything a variety of choices to pick from reduce the number of perks players try to invent outright. It's just something that's been nagging me and I wondered what the comunity thought... |
05-30-2009, 03:55 PM | #2 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Perks, can we have too many?
Too many options? Um, nope.
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05-30-2009, 03:59 PM | #3 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Perks, can we have too many?
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05-30-2009, 04:00 PM | #4 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Perks, can we have too many?
It boils down to how many you want to integrate, I suppose. It's best if players know their PC concepts first, then see if there are any mechanical benefits based on that they want for sure.
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05-31-2009, 02:59 AM | #5 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Perks, can we have too many?
Quote:
I'll always defend a player's freedom to start a character concept with a single high-cost Advantage, and then build on top of that, but if a player starts with a very low-cost trait, e.g. a Perk, and takes it from there, then there's a fair chance that said low-cost trait should be a high-cost trait. |
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05-30-2009, 05:28 PM | #6 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Perks, can we have too many?
Quote:
(There are some exceptions to this rule: Noob dramatists are going to naturally fixate on all the kewl angst that their disads give them, even being disappointed if they turn out to be "free points," and they won't know all the details of their nitty gritty little powers. Still, the division is a good way for them to learn, and you should help players like that design their characters in broad, general ways, with things like Wild Card skills rather than Perks anyway) |
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05-31-2009, 03:02 AM | #7 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Perks, can we have too many?
Quote:
I won't accept having to remind the GM that my character has Voice or Charisma, or Danger Sense, because there's a risk that doing so makes me look greedy (even though I'm only demanding to get what I've paid for). If he can't keep my character's capabilitistic individuality in mind without needing to be reminded, he's unfit. |
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05-31-2009, 06:16 AM | #8 | |
Join Date: Aug 2004
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Re: Perks, can we have too many?
Quote:
just a thought....
__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" Last edited by Pagan; 05-31-2009 at 06:26 AM. |
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05-31-2009, 10:44 AM | #9 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Perks, can we have too many?
Quote:
Appearance and Voice tend to be easy to remember, as players tend to emphasize this in their descriptions. |
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06-01-2009, 04:27 AM | #10 | |
Banned
Join Date: Apr 2008
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Re: Perks, can we have too many?
Quote:
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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perks, rules |
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