11-16-2010, 09:51 AM | #31 | |
Join Date: Oct 2007
Location: Vermont
|
Re: underpowered animal ally
Quote:
Since I use Martial Arts heavily in my campaigns, I've never bothered with the perk limit in PU2. If I were to run a campaign that featured a lot of the cooler non-combat perks in PU2, I'd consider making Non-combat styles to accommodate them.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
11-16-2010, 10:01 AM | #32 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Perk Limit
Each of the limits has a specific purpose.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-16-2010, 11:49 AM | #33 | |
Join Date: Oct 2008
|
Re: Perk Limit
Quote:
Thus ot would have helped for example if every time there was a perk it would not be be named XXXXX perk, instead being for example XXXXX magic perk or similar, as just using the same word perk for all three types makes it unclearer. |
|
11-16-2010, 06:02 PM | #34 | |
Join Date: Jan 2005
Location: Japan
|
Re: Perk Limit
Quote:
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
|
11-17-2010, 11:43 AM | #35 | |
Join Date: Aug 2004
Location: Ft Collins, CO
|
Re: Perk Limit
Quote:
arnej |
|
11-17-2010, 03:27 PM | #36 | |
Join Date: Aug 2007
|
Re: Perk Limit
Quote:
Yet the first also doesn't make sense, as it means you've limited the number of styles a person can take to their point total. Even more of an issue if they can take martial and magical styles. What does make sense is that to get a Style Familiarity you need to buy a style, and styles have their own set of justifications. So ultimately its not that you've brought a Style Familiarity perk, but that you've brought a style and gotten a perk to show for it. |
|
11-17-2010, 03:39 PM | #37 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Perk Limit
Yeah, my understanding was that the Style Familiarity perks are exempt from normal perk limits. Some styles even let you circumvent how many points you need to buy your first perk from the style, as well. Double Trouble from Gun Fu lets you get Off-Hand Weapon Training before spending 10 points in it, frex.
|
02-10-2011, 06:10 PM | #38 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Perk Limit
Quote:
EDIT: It just seems (Murphy's level) weird to me that a self-taught shooter in permitting state can't get a Concealed Carry Permit, and an Employee Discount at his gun store unless he has 40 points in combat skills. Last edited by sir_pudding; 02-10-2011 at 08:25 PM. |
|
01-24-2013, 01:53 PM | #39 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Perk Limit
Apparently I'm talking Martian. I'm still trying to comprehend what the actual rules even are supposed to be to begin with. Every time I think I have a handle on it an author tells me I'm wrong.
|
01-24-2013, 02:06 PM | #40 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Perk Limit
Quote:
So I just say that non-combat perks have no limits. And combat perks can only be gained by MA limits. My game. *shrug* (I'm currently designing a 200-point character, and I doubt I can come up with more than 4 perks I'd actually buy. I'm currently settled on 3.) |
|
Tags |
martial arts, perks |
Thread Tools | |
Display Modes | |
|
|