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#1 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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That is, an official way to price a perk which usually applies requires specialization by skill but you want to apply to all your skills without taking loads of perks?
Ambidexterity is effectively this for Off-Hand Training, which implies that [5] might be a reasonable price. Bonus question; does Equipment / Weapon Bond apply to all skills used with the item, or only one skill? For example, if I have Weapon Bond with my pistol, do I get +1 to Fast-Draw and Armoury rolls when I apply those skills to it, or just to Guns? |
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#2 | ||
Join Date: Jun 2006
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Though I don't know that including Fast Draw would be a serious problem, it probably ought to be a technique of the combat skill anyway. Something that actually requires Armoury is out though, repairing your gun isn't something you are using your gun *for*, it's something you are doing to it. For that matter I wouldn't let you have, say, an Equipment Bonded screwdriver that gave you a +1 to build, maintain or repair rolls on anything that happened to have a screw on it somewhere either. Ordinarily you need something that's pretty specific to, and critical to that majority of uses of, a single skill before Equipment Bond really makes sense.
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#3 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Modular Ability: Cosmic (Perks only -20%; Physical +50%; Reduced Time 1 +20%) [15]
For a single perk I'd allow it to be modified with Cosmic (+300%) for a total of 4 points.
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#4 |
Join Date: Feb 2008
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Higher Purpose?
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#5 |
Join Date: Nov 2009
Location: GMT-5
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Technically, it only applies to the weapon skill and techniques based off of the weapon skill. But as a house rule, I would allow it to apply to Armory rolls to clear a jam, etc. As for Fast-Draw, I agree that it really should be a technique. But if one were to keep Fast-Draw as a skill, it would make sense to have Weapon Bond (F-D) as an additional perk.
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#6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I noodled with this before in a blog post.
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#7 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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But I'd probably allow it at 5CP. Quote:
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#8 |
Join Date: Oct 2008
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A perk that applies to several normal(non wildcard) skills. Say akimbo(all weapons), yes it might allow such in some settings, but do not have any suitable pricing idea, though the 5-10 point range sounds right. The problem for me in such is the perk limits, as in how many perk slots such would take, as I tend to limit the number of perks based on points in skills.
In the current game I allow/require Perk! to go with Skills! (only). A wildcard perk takes up 3 perk slots and costs 3 points. Such a perk will affect all uses of the wildcard skill, a normal perk that is skill limited would only cover one type use. All the PCs in the current game have a single wildcard skill, and some have wildcard perks for them. As example the Faceman! has Efficient! Faceman! wildcard perk. Bonus answer: I have modified the weapon/equipment bonds to be more powerful and include all rolls with that gear: Fast draw, repairing it, using it and so on. But by RAW it seems to be limited to only its normal use. |
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#9 |
Join Date: Jul 2009
Location: UK
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Isn't a Perk that applies to several skills just a variation on the Talent theme?
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