05-30-2009, 05:35 PM | #11 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Perks, can we have too many?
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Someone with Scientist!, IQ 16, Mathematical Ability+2 and Absent-Minded is basically the same as someone with IQ 14, Per 15, Will 12, lightning calculator, Dabbler, Hyper-Specialized, Physics (Meson/Electron Interactions) 18, Astronomy 14, Geology 15 and Mathematics (Applied) 16 (just an example, don't crucify me on point totals). Both give you that kewl scientist feel, but one is much more suitable for a broadly defined scientist, and the other is better for someone who wants to be very specific about what his character is capable of doing. Just because there are options that let you define each and every point doesn't mean you have to use them. That's WHY we have talents, wild card skills and very broad attributes. If your players are skeptical, make a few example characters for them. When they glance at their sheet and realize their extremely competent character has a mere 5-10 skills listed on his sheet, they'll start to change their tune. (Same applies with stuff like Martial Arts. If you want to be a Sambo Practitioner, you don't NEED triangle choke-hold, iron-neck and neck snap. All you really need is Karate, Wrestling and Judo) |
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05-30-2009, 06:07 PM | #12 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Perks, can we have too many?
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05-30-2009, 07:48 PM | #13 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Perks, can we have too many?
If they're going to do more Power-Ups, I hope they cover the other two areas of proliferation; Talents and Wildcard skills. Those have been running amok almost as much as Perks - I've had to create cheat sheets to keep up with them.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
05-30-2009, 08:15 PM | #14 |
Join Date: May 2005
Location: Lynn, MA
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Re: Perks, can we have too many?
A character can have too many Perks, but not the system.
It's just a notation of 1 point effects, most of them are variations on another, reducing a specific penalty or giving a bonus under a specific circumstance. So if you feel overwhelmed by the number of listed variants, try and remember it's not any different really than having just a couple of options, and adding a little color. Accessory / Specific penalty reduction or bonus / Minor rules exemption Cover the vast majority of perks, then your just coloring it in with the specialties, techniques, details that apply etc. There are exceptions of course, but Perks (like quirks) are part mini-crunch and big flavor for your character story (for the most part). In my opinion, there will never be enough perks. And no matter how many are published, I hope there are twice as many custom ones not printed in any book in play than there are ones with page references. |
05-30-2009, 08:19 PM | #15 | |
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, 08:22 PM | #16 | |
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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I'd love to see a "Power-Ups 3: Talents" and I wouldn't mind "Power-Ups 4: Skills!". Someone write it. |
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05-30-2009, 08:24 PM | #17 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Perks, can we have too many?
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The beauty of GURPS is that there are no barriers and you can play whatever you want! So you have to sit a new player down, and ask what they want and let em watch you cook for em |
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05-30-2009, 08:58 PM | #18 | |
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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Sorry, couldn't resist. But seriously, that's what the books are about. Templates can help, but they are rather chunky and intimidating to look at, lots of numbers and weird arcane names for the new player. |
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05-30-2009, 09:21 PM | #19 | |
Join Date: Aug 2004
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[OT] To Serve Man
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<on topic> No... although talk of a sequel is too early IMO. |
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05-30-2009, 09:30 PM | #20 |
Join Date: Aug 2004
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Re: Perks, can we have too many?
The presentation could probably be made less intimidating by presenting them somewhat less compactly and separating out the choices from the fixed portions; the compact presentation makes sense to manage page count, but may not be the most accessible for use, especially by new players.
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Tags |
perks, rules |
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