Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-30-2009, 04:52 PM   #1
Gudiomen
 
Gudiomen's Avatar
 
Join Date: Feb 2005
Location: in your pocket, stealing all your change
Default 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...
Gudiomen is offline   Reply With Quote
Old 05-30-2009, 04:55 PM   #2
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default Re: Perks, can we have too many?

Too many options? Um, nope.
Ragitsu is offline   Reply With Quote
Old 05-30-2009, 04:59 PM   #3
Gudiomen
 
Gudiomen's Avatar
 
Join Date: Feb 2005
Location: in your pocket, stealing all your change
Default Re: Perks, can we have too many?

Quote:
Originally Posted by Ragitsu View Post
Too many options? Um, nope.
Heh, brutal and true. Good answer.

Still, it's a lot of special rules and rules exceptions to remember.
Gudiomen is offline   Reply With Quote
Old 05-30-2009, 05:00 PM   #4
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default 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.
Ragitsu is offline   Reply With Quote
Old 05-30-2009, 05:10 PM   #5
PK
Assistant GURPS Line Editor
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Perks, can we have too many?

Quote:
Originally Posted by Gudiomen View Post
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.
Actually, I feel the need to point out that PU2 completely includes all of the perks from Basic and MA. So at the moment, you've got PU2 (all general perks for normal type folks), Magical Styles (all magical perks for wizards) and Psionic Powers (all psi perks for psychics). That's not a bad division, as far as "splatbook" publishing goes. Three books, and two of them are specifically for very optional character types.

Quote:
Originally Posted by Ragitsu View Post
Too many options? Um, nope.
QFT.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 05-30-2009, 06:20 PM   #6
DukeofDellot
 
DukeofDellot's Avatar
 
Join Date: Jan 2008
Default Re: Perks, can we have too many?

Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
__________________
If I say something, don't take it seriously... I really don't know what I'm talking about.
DukeofDellot is offline   Reply With Quote
Old 05-30-2009, 06:27 PM   #7
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Beaverton, Oregon
Default Re: Perks, can we have too many?

Quote:
Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.
...
That's what templates are for... not to mention strict pre-game genre discussions with players.
Flyndaran is online now   Reply With Quote
Old 05-30-2009, 06:28 PM   #8
Mailanka
 
Mailanka's Avatar
 
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
Default Re: Perks, can we have too many?

Quote:
Originally Posted by Gudiomen View Post
Still, it's a lot of special rules and rules exceptions to remember.
Let them remember their sweet little exceptions. You worry about their disadvantages. I've found that to be a pretty good division of labor: A player is naturally going to try to remember what gives him a tactical edge, and you're the one who's going to get the most mileage out of his disads anyway.

(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)
Mailanka is offline   Reply With Quote
Old 05-30-2009, 06:31 PM   #9
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default Re: Perks, can we have too many?

Quote:
Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
I'd say that's a human error, not a software issue.
Ragitsu is offline   Reply With Quote
Old 05-30-2009, 06:34 PM   #10
Rasputin
 
Rasputin's Avatar
 
Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Perks, can we have too many?

Quote:
Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.
There is a solution, but it isn't easy: templates and acceptable trait lists.
__________________
Cura isto securi, Eugene.

My GURPS blog.
Rasputin is offline   Reply With Quote
Reply

Tags
perks, rules

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:12 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.