Re: Are proliferating perks a danger to GURPS?
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Re: Are proliferating perks a danger to GURPS?
I'm a fan of limiting combat-related perks to style limitations and related skills. For instance in High Tech I think the gun-related perks were limited to 1 perk to X points spent in style/firearm related skills. This means that only 'masters' or at least very experienced PCs can get a large number of perks.
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Re: Are proliferating perks a danger to GURPS?
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Re: Are proliferating perks a danger to GURPS?
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Some of them are iffy more because they invade the territory of existing stuff more than because the price is way off, and most are OK at least under some circumstances. I suppose the worse of them are: Attribute Substitution - for the internal contradiction, it has to apply to rolls where the GM thinks shifting the attribute makes sense, but not enough sense to do it for everybody. It's like its a refugee from the 3e rules, where shifting attribute bases wasn't a core rule. Base - it *needs* a link to wealth, and a property nobody can link to you is clearly more plausible in some settings than others Charms and Shortcuts to Power - spells really are partly balanced by prerequisite chain, which is after all why you can use prerequisite counts for improvised magic and the results aren't too silly. I don't necessarily agree with the prerequisite chains or using their counts for anything, but there are too many spells that totally undercut advantages if you can get them even on a somewhat unreliable basis for 3 points (spell skill, Charm and one spell Magery 0 to cast them). And aren't these the same Perk? Area Spell Mastery - Partial areas make me nervous enough in the first place. I'd feel better about if you had to pay the cost you would for ending the spell for each change. Mana Compensation - are you kidding!? Mana Enhancer is bad enough. Extra Option and Rules Exemption are clearly abusable if you read too much into them, but also pretty clearly more in the nature of discussions of how to invent new ones than finished Perks. Improvised Magic is an example of an Extra Option Perk that probably shouldn't be allowed, since it's quite a signficant advantage to have that option switched on for you and not for everybody. |
Re: Are proliferating perks a danger to GURPS?
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When fighters can get ranged-weapon-proof for just a handful of points... chances are they will be quite a bit better than their points would indicate. ...unless all foes 'for some reason' never attacks him with ranged weapons after the PC buys the trait. Unless it is with depleted Necronium arrows. Right. |
Re: Are proliferating perks a danger to GURPS?
Depends on your gaming group's "perk culture". I like to use perks like Photogenic (+3 bonus to Photography skill if you want him to look good in a photo, -3 if you want him to look bad) and Impressive Scar (+1 reaction bonus with war veterans). These are, IMO, marginal enough to justify the minimal cost. They set the overall power level and it rubs off to new players who are shopping for Perks.
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Re: Are proliferating perks a danger to GURPS?
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My problem is not with the abundance of Perks, but making sure their power level is capped. |
Re: Are proliferating perks a danger to GURPS?
I really like the idea of Perks for flavoring a PC, but 1 per 25 points seems like overkill. I've cut players down to 1 per 100 points--just one or two per PC to fill in the cracks--not 6+ to design to concept.
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Re: Are proliferating perks a danger to GURPS?
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Re: Are proliferating perks a danger to GURPS?
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