Are proliferating perks a danger to GURPS?
Are proliferating perks a danger to GURPS?
Do they invite over-use? Are they intruding on the realm of Techniques? Are they too underpriced/overpowered? Are they munchkinny? Do they lead to a patchwork rules-set rather than a system? Any views? |
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Perks can sure be overused, but as long as they are carefully designed to be comparable and compatible with existing, vetted ones, I don't have a problem with them. Imbuements are much more of an issue for me. Perhaps there's something polarizing about Power-Ups?
The real threat is from rhetorical questions *heh* |
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1. No. As with all RPGS GMs reserve the right to say NO when needed. The only true dangers to gurps are lost dice and broken pencils :) Do they invite overuse? 2. To the munchkins among us, everything is an opportunity for exploitation. If it makes you fell better put the Quirk Cap of 5 on them. Underpriced/Overpowered? Munchkinny? 3. The boundaries of perks need to be watched vigillantly, but most of the perks and Ideas for perks seem fairly well balanced. At first glance I thought strongbow was overpowered, but then I remembered its only ONE type of weapon, a missle weapon, and you have to spend 9 more points to get the full effect. Patchwork Rules? 4. THe devil is always in the Details. These are not patchwork rules because well designed perks simply fill in the gaps for charachter style and player type. Designed properly they will never be able to overtake or replace the Larger Ads and Skills. Nymdok |
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I really love perks just because they can bend the rules a little bit if it is not really a big power difference.
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In general, the real purpose of Perks is to add flavor, to tweak the character design a bit without charging full price. With some GM guidance, this shouldn't be a problem. What might be more useful to this discussion would be a list of Perks that you find abusive or excessive or munchkinny. Wotcha got? |
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IMHO many Perks should be nerfed (or made more costly, or removed completely) AND characters should be allowed to choose them freely. Having overpowered Perks BUT limiting how many a character can buy (according to his "class" or style) is *very* D&D-esque. |
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Dont know that any are "overpowered" I am running 2 PCs at this point One has Teamwork and Sartorial Integrity (dont hurt the suit man) other has Teamwork and Honest Face. Nice enough, Teamwork might Straddle the line (oj/overpowered) but I could easily have lived without either. |
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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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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. |
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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. |
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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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My problem is not with the abundance of Perks, but making sure their power level is capped. |
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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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So it takes time and/or you may have a few older Weapon Bond points that are now effectively wastage. |
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All I'll say on Weapon Bond is that "+1 to skill with one weapon in the whole universe" is self-evidently less useful than "+1 to skill with every weapon ever made in one broad class," and in fact represents the most severe possible limitation on the latter case. That's canonically -80%, so Weapon Bond is worth 0.8 point; thus, 1 point a bit of a ***, not a bargain. Weapon Bond is only a bargain in campaigns where the PCs never lose or willingly replace their weapons, and where they can get away with using one weapon for everything from campaign start to campaign finish. In more sensible campaigns, it's entirely balanced.
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I got up and I had a new sword (Fine +1 dam). I carried that sword every two weeks from 1988 to 1997. I had a million chances to replace it and at times the ransom of small kingdoms to do it with. However if you have asked your god to pick you a winner how do you gracefully disagree with him later? When MA came out with weapon bond my GM used be as the EXAMPLE of how he thought it would work. Needless to say I took it although I didnt really need the difference between 20 and 21 that much. (High Defense types are great fodder for Ex Fireball). |
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I saw a few magic related perks mentioned that i had never heard of - mana compensation, wizardly dabbler and spell bond for example. I don't recall seeing these in Magic or Power Ups: Perks. Are they in Thaumatology maybe?
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Thaumatology: Magical Styles would be the source.
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Personally I'm a big fan of Perks... especialy for racial templates. I think they are a great boon for 4e, allowing characters to be more fully realized than ever before.
Can they be abused... well, everything in Gurps can be abused, if that's the player's goal and the GM is unattentive or inexperienced. But it's kind of like Personal Liberty vs. Big Brother... I'll always choose the "system" that grants me liberty... if a couple of munchkins get through... well that's the price we have to pay, but the alternative is unthinkable. In otherwords, I'm all for character options... and Perks is a great option IMO... The GM will just have to pay attention to character design... but that's not new at all. |
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If anyone at SJ is wondering whether the bandwidth costs of these forums are worth it, let it be known that this post pretty much forced me to part with $8 to buy a supplement i hadn't even heard of 30 minutes ago. Thanks Ulz!
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I find perks in general let you create a very specific niche character flavour without really creating any kind of realistic imbalance. Several perks are actually incredibly limited versions of lower-priced advantages. |
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Perks also add color and genre conventions to a game.
Masked and other Schticks are good for superheroes who just put on the mask (glasses, hat) and aren't the same person to others despite only changing one clothing item. Sartorial integrity is also great. Cross-Trained is a good way to say, look, my PC is good at Driving any car (or other specialty) without spending 24 points on Driving. For folks like action heroes, it works nicely. Basically, perks do for GURPS 4e what the 'up to the challenge' advantage S. John Ross suggested using in Black Ops would have done: give PCs some quick, small cheat to replace a gargantuan unwieldy list of skills and techniques. This gives one more time to game and more space for characterization. The RAW for perks, particularly combat perks, ensures that few PCs will have them who don't invest a little effort in the field. Thus, if used wisely, they are a nice addition to the system. |
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While I briefly mentioned it before, Perks are also the perfect choice to give Racial templates "life". Transform flat "mechanical" driven race write-ups into something that has it's "flavor text" written in the stat write-up and on the character sheet.
Perks (as well as quirks... especially the personality quirks... I have the tables in uplift memorized) add that final little garnish that complete a race, and add depth to their evolution... be it social, physical, psychological or otherwise. So... I love Perks... and anyone who hasn't purchased "Power Ups 2: Perks" should definately check it out... (then click purchase). |
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I think some people equate perk with "Useless ability that I'll certainly let you waste a point on." (Much like they equate Quirk with "Non-disadvantage that is flavorful that I'll give you a point for) They look at things like High Heeled Heroine and Extreme Sexual Dimorphism, Accessory or Honest Face and shrug: these don't have any more impact on the game than the GM really allows, and they seem more about allowing flavor than really making a difference. They look at the actual abilities that do something, like Weapon Bond, Charm, Striking Surface or Power Grapple, and blanch. They've likely experienced a clever player making great use of that ability. No, Charm, Weapon Bond and Sure-Footed on their own aren't that great... until someone buys a Charm for Ice Slick, takes Sure Footed Ice, and forces his opponents to fight him on ice wherever he goes, thus ensuring he has +2 to +3 on his opponents for a mere 3 points. But that's not unbalanced, it's clever. I certainly don't mind. Perks really are equivelant to 1 point advantages (1 point of night vision, for example) or heavily limited 5 point advantages (For example, Sensitive, Only Against Women, Once per Day) |
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heh |
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Drunken Fighting always struck me as a bit abusable. It's basically +2 to all your combat skills with the preparation required and temporary disadvantage (-2 IQ) limitations. Those are serious limitations, but I still think it's more like a 5 point advantage than a perk. Cancelling the penalties for drunkeness to combat skills seems more reasonable for 1 point.
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The Leprechaun thief in my DF game had to spend 31 points to Charm (Flying Carpet), Charm (Winged Knife), Magery 0, Flying Carpet-15, and Winged Knife-15, and that barely made him an effective combatant. It didn't feel overpowered to me. |
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A limited derived from starting PC power level, which could be 1 Perk per 25 CPs or something like that, is a vastly superior solution. For a DF or Action campaign, each character class could get a list of exclusive Perks that no other character class may choose. Or there could be a little overlap, e.g. between the Holy Warrior class and the Priest class. |
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Still, 2 points matches the cost of the first level of an Average Skill, so the combo of WB and SG are more 'efficient' for Hard weapons. |
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Most of those perks are combat-related simply because players are more likely to abuse "fighting" perks than "social" ones. I am including only "realistic" perks, not cinematic ones. -WEAPON BOND: in the long run you MIGHT regret taking it, but in most campaigns is a very good deal - too good that MOST fighters will want it. You get +1 to combat skill for just 1 point (saving 3 points) and if you lose your weapon you can acquire a new Weapon Bond (and you're still saving 2 points). The fact that Weapon Bond costs like an extra level of skill with a -80% limitation is a moot point - you cannot add limitations to skill levels! Suggested cost: 2 points -MAGICAL WEAPON BOND: this is like Weapon Bond, without its drawbacks. Suggested cost: 3 points, or simply buy 1 extra level of skill and stop munchkinizing :) -ARMOR FAMILIARITY: that's basically +1 to a weapon skill AND a further +1 for parrying purposes (since +2 to attack equals +1 to parry). If you choose that perk, you will ALWAYS benefit from it because you will wear armor and always be encumbered. "Only when armored" is NOT a significant limitation for "+1 to combat skill"... every sane GM will agree on that. Note that Enhanced Parry costs 5 points, and Armor Familiarity gives you +1 to attacks *in addition* to EP benefits! Suggested cost: 5 points - CLINCH: this is not really overpowered but allowing it will dramatically change the way martial artist are designed (making grappling skills far less important) - EXOTIC WEAPON TRAINING: this is a +1 to combat skill, always. It should simply be removed, or possibly it should cost 3 points. Even then, ALL fighters who use "exotic" weapons will choose it. - FORM MASTERY: this perk basically allows you to get a +2 to parry when fighting with a Spear. It's like a limited, but more powerful, Enhanced Parry. Suggested cost: 5 points. - GRIP MASTERY: this perk basically grant you a +1 to parry (because you can "freely" assume a Defensive Grip and then relinquish it to attack). Suggested cost: 4 or 5 points. -SURE FOOTED and NAVAL TRAINING: those perks grant you a "full" +2 to skill (when fighting on specific terrains). If such terrains are quite common (e.g. a naval campaign, or a desert one) then ALL fighters will choose one of those perks. Suggested cost: 1 or 2 points. -POWER GRAPPLING: it's difficult to evaluate how powerful it is... but it's clearly *extremely* valuable to high-ST characters. Probably it's worth more than 1 point. -REACH MASTERY: this perk is VERY useful. Long weapons are *significantly* more powerful if you allow it (assuming you are using tactical maps). Suggested cost: 2/3 points. - SHIELD WALL TRAINING: this perk is SO overpowered... it gives a +2 to combat skill (which is normally worth 8 points) for just 1 point, and has extra benefits! Without it, no warrior will ever choose a Large shield. If it's allowed, no warrior will ever choose a shield other than a Large one. Suggested cost: 7 points; OR split it into two perks, "Sacrificial Block" for 1 point and "Large Shield training" for 6 points. - SPECIAL SETUP (and RULES EXEMPTION, EXTRA OPTION and other similar perks): those perks are very easily abusable. They should cost more (2-5 points) and/or be strictly controlled by the GM. - STRONGBOW: that's +2 to Striking Strenght for a single weapon skill, with the "fake" drawback it requires you to have the weapon skill at DX+2. The drawback is fake because every PC who bothers to buy this, will have a good weapon skill. Suggested cost: 3 points -STYLE FAMILIARITY: this perk grants significant benefits; notably a +1 to defenses against co-stylists (every time the enemy tries a deceptive/feint, that is, ALWAYS if he want to have a chance to hit a powerful PC). If the campaign does not feature DOZENS of styles, but just 4 or 5 styles, this perk is even more powerful. Suggested cost: 2-3 points. -TEAMWORK: this perk is so convoluted I don't think I would allow it. If I were to do so, I would charge 2 points for it. (note that it basically *includes* Sacrificial Parry and the "Sacrificial Block" portion of Shield Wall Training, only with the fuzzy "form up and then stay adjacent" requirement). -TRADEMARK MOVE: not really overpowered, but it is particularly useful if you use more than one skill in your "full turn's worth of combat actions". Moreover, most players will try to buy Trademark Move for their most effective, favoured move... in that case, this "+1 to a single move" will look suspiciously similar to "+1 to skill". Suggested cost: 2 points. - EFFICIENT: this perk grants +2 to a skill whenever you are in a hurry. In most campaigns, technicians are ALWAYS in a hurry... and +2 to skill would cost 8 points. Suggested cost: 2/3 points - OFF-HAND WEAPON TRAINING: this perk makes Ambidexterity useless (unless your character makes a point of using different weapons and skills every time...). Moreover, in real life training to use your off-hand is difficult and time-consuming. Suggested cost: 2 points -SPECIAL EXERCISES: in some cases this perk is finely priced. For Damage Resistance, it's BADLY underpriced - because DR is outrageously cheap in low-tech and martial arts campaigns. Thus, if you really want to allow DR at the listed cost, Special Exercises for it should cost more - probably 3 or 4 points. - PERFUME: this perk needs better explaining. What does "+1 on reaction rolls where a pleasant smell makes a difference" mean? A pleasant smell will ALWAYS be noticed when you talk with someone, so this means that PERFUME grants you +1 to reactions, like Attractive, only for 1 point? In that case, suggested cost is 3 points. ===== Please note that I like Perks and I agree they are a nice way to customize your character. What I don't like is that some Perks are clearly more powerful than others... and that there is a fuzzy, complex, D&D-esque system to determine how many Perks you can acquire. Moreover, newer GURPS books feature perks that are more and more overpowered - I am not commenting on GURPS Thaumatology: Magical Styles because MOST of its perks are badly underpriced (Limited Energy Reserve?). I think Perks could work just fine in GURPS (and without weird requirements and limits) simply by increasing their costs. And about Martial Arts styles: some people argue that a limit on how many Perks you can acquire is necessary to differentiate Martial Arts Styles. This is untrue. If the GM wants to restrict some Perks to certain Martial Artists, he is free to do so - this doesn't change the fact that ALL Perks need to be balanced and fairly priced. A limited accessibility of a given trait should not cause a discount of that trait's price - if it does, we're playing a "class" system like D&D, not a point system like GURPS. |
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So far, it looks to me as if Lupo is failing to read the rules for the Perks that he accuses of being overpowered, and that's not a good sign... |
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I own both Martial Arts and Power Ups 2: Perks and they say nothing of the sort... "For instance, two levels [of Armor Familiarity] mean you have no penalty up to Medium encumbrance, -1 at Heavy, and -2 at Extra-Heavy." Quote:
E.g. if he fights at Medium Encumbrance, 2 levels of ARmor Familiarity would cancel the -2 to attacks and parries with Judo or Karate or Fencing (the Perk requires specialization). That's why the Perk is unbalanced - if you houserule / nerf it, of course it woun't be unbalanced anymore. Quote:
Often people assume that every disagreement on GURPS rules comes from ignorance... this is a pity because it impedes discussion. My point was that this "unusual background tax" is too low; it should be more than 1 point since Damage Resistance is very cheap, very powerful and ordinarily it's off-limits to humans. In GURPS 3e Toughness costed 10 points and that was about right... so I think that Special Exercises (DR) should cost 3 or 4, ON TOP of Damage Resistance (3 points if it's Tough Skin). What do you think of the other "underpriced" Perks? Don't you think that Perks such as Limited Energy Reserve, Shield Wall Training and Grip Mastery are unbalanced? Quote:
Of course some minor mistake is always possible, but - if they exist at all - they are NOT the ones you pointed out so far. I would ask you to re-read what I wrote and check it with GURPS Martial Arts or GURPS Perks, before commenting on it... The Strongbow Perk works *exactly* as I have described. It allows you to use stronger Bows (or Crossbows, in case of "Crossbow Finesse" perk). This +2 to Bow ST translates in a net +1 to damage. That's why EACH and EVERY archer chooses this perk - because with just 1 point you get to increase the damage of your main weapon by 1. It appears to me that some of the people who think Perks are fairly priced, in reality *do not know* how those Perks are supposed to work. Therefore they imagine a different, fictional version of them, that fits better in their own vision of GURPS (being less powerful and therefore less unbalanced). This looks like some sort of cognitive dissonance, like when people cannot possibly believe that somebody they know (or some institution they believe in) is responsible for questionable deeds... |
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I am apparently thinking about something that avoids the layered armor penalty. Armor Familiarity, upon rereading it, is for fencing and martial arts skills, which take an ENCUMBRANCE penalty - and the perk is for general encumbrance, not "armor". If you have a 60 lb backpack on, it works just as well. I think the layering armor trait I'm thinking about is a "House" perk basically unrelated to this one. Null conversation, sorry about that. Quote:
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Basic 102: The GM might even permit specific enhancements on certain skills, but this is difficult to justify unless the skill functions much as an advantage... Basic 110: You can apply limitations to almost any trait (although as with enhancements, skills are normally off-limits). Normally being the key word. |
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I find the general analysis in the latter half of Lupo's Post #48 very persuasive. While I too like perks, it seems to me that there's a looseness to their development and use that invites problems. I also think several of them should be built and costed as techniques rather than cheap 1 point powers. Off-hand weapon training is a good example -- it should be a -4 technique for the weapon in question, not a perk.
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I shan't quote the ones I agree with or can't really offer anything extra to say...
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(Edit: as anticipated by Transmetahuman) |
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Of course if you want to play an unarmored character, you won't buy Armor Familiarity... but if you do, it's a huge abuse. Quote:
Note that Exotic Weapon Training is labelled as "realistic", not cinematic. Moreover, that Perk is effectively *compulsory*. If your PC uses an exotic weapon and does not buy it, he will be seriously disadvantaged. Quote:
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If bows are underpowered, then they should be corrected... and not by using a munckiny perk. Quote:
I hate to say the same things over and over, but... if we are to judge how Perks are underpriced, we MUST stick to Perks as written. We should not use some imaginary, different version of each Perk in this discussion. Of course I am 'cheating' a little in that respect, since by the RAW you cannot buy as many Perks as you like; you are limited to 1 for each X points. That's why I said that those increased prices are meant for a campaign where you have no "hard limit" on how many Perks you can buy. I feel, though, that even if you use such limit, Perks should be better balanced. I see little reason for using "unbalanced" Perks - if they all cost 1 point, they should all be more or less equivalent; and if some are clearly more powerful than others, they should cost more. I know that GURPS is not HERO but it should not be D&D, either... |
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But I see nothing clever in taking Shield Wall Training and a Large Shield... it would be really stupid not to do so. The problem isn't "creative combos" - it's that many Perks are simply unbalanced because they grant a +1 or +2 to skill or parry, *without* significant drawbacks. They are little tricks that allow experienced players to "cheat" GURPS. Quote:
In ALL campaigns darkness penalties will be common (in some campaigns more than others). Even if it's not pitch black, GURPS gives significant penalties for darkness (e.g., -3 for "torchlight", see B394). I usually charge 2 points/level for Night Vision, and all my players still try to buy as many levels as they can. Even at 3 points/level it would be a good deal, since 1) it benefits ALL combat skills and most Sense rolls 2) a significant portion of fights and adventure scenes do not happen in full daylight The only case when Night Vision isn't "overpowered" for its cost is when the GM forgets about darkness penalties; or possibly, when magical spells/high tech devices are so commonly used that they can "replace" Night Vision. And remember that usually in GURPS traits are priced assuming you will make a good use of them - Kromm stated that in several occasions. That's why DR (Limited: Fire) only costs -40% or so less than "full" DR, instead of -80% as it "could" be. Because the game assumes that the PC with DR against Fire will try to expose himself to fire, face enemies who use fire and so on. By the same reasoning, all Perks/advantages that grant a bonus to weapon skills under certain circumstances should have a cost close to 4 (the "full" cost to improve a skill). E.g.: Weapon Bond should cost more than 1 point, because it grants a +1 to skill with "your favourite weapon only" - and guess what? Most characters will try to use their favourite weapon all the time, until they lose/replace it. |
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What, no hate for Power Grappling? It's never going to fail to be substantially 'underpriced' for any character who takes it.
It also seems to be an essential rules patch for grappling characters with superhuman strength. It seems to me that a powerful perk is often an only semi-optional game feature. But if they're good features, having them is better than not, isn't it? |
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-"Buying off a penalty" is not the same as "a bonus to skill" unless that penalty applies all the time, in every situation for which that skill can be used. -If *any* penalty applies all the time, in every situation for which a skill can be used, the GM or the player is probably doing something wrong. -Perks explicitly grant up to +2 to a skill in limited circumstances. This is one of their stated purposes, right out of the Basic Set. If you want to complain that "+2 to a skill is too good for a perk", you should probably throw out Perks altogether. -You complain that some perks should be strictly controlled by the GM. I ask, "What, you mean the GM isn't already controlling what goes onto character sheets?". If you simply assume that everything in every book is automatically suitable for every game that might be run, I have an AWESOME TL12 power-armored soldier that I'd like to play in your next Banestorm game. -A lot of your objections seem to come from an imperfect reading of the perk, or a poor understanding of exactly what the perk does. I'd be happy to point these out individually by PM if you're curious. |
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Most other combat perks should be compared to 'Easy Techniques', i.e. they should be treated as two levels of a Technique that cancels some obscure penalties (compare: ground fighting, timed defense, low fighting, targeted attack . . .). |
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Kind of a grey area depending on how exotic you think exotic weapons are I suppose, since the other way of looking at it would be as a cheap way to buy off the default penalty between say Spear and the otherwise unlisted Trident skill. Quote:
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The obvious balancing factor is to say it only works *when you are standing in a shield wall*, so no bonus unless there is somebody else with a large shield standing in one or more of your side hexes and with the same facing. That was how I was reading it, but I admit it doesn't actually say that. Quote:
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Re: Are proliferating perks a danger to GURPS?
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Re: Are proliferating perks a danger to GURPS?
I went into the thread thinking: "What? Perks are perfectly alright!", but after looking at the examples I have to agree with Lupo on, perhaps not all, but many points.
While I think many suspicious looking perks are quite alright, although perhaps closer to 2 points in actual value, a few of them (Strongbow?) strike me as under-priced. That's fine though, I can sort out a rare few perks... but if people start comparing to Strongbow when creating Perks we're going to start thumbing downhill. Really, if the perk is there bows are underpowered, then what will we be see next? Regrowth (Minor) + Technique "Critical Regrowth" [HT-4 Hard]? ...actually, about that, given the initiatives taken by GURPS Psionic Powers... well, maybe we will see something like that. Note: I Think GURPS Psionic Powers looks really cool, but mixing Skill with Power Ability looks dangerous. Techniques for Enhancements.... Perhaps this is just that "Humanity" Flaw a game needs to feel less artificial like some guys said in the 3rd versus 4th edition thread awhile ago. :P (I don't trust points to create fair characters in the first place (when things get complex), so for me it isn't really that much of a problem though. ;) ) |
Re: Are proliferating perks a danger to GURPS?
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Finally, Weapon Bond encourages people to form last relationships with one piece of hardware, rather than ditching what they have as soon as something better comes along. It allows me to have "my ancestral sword" and not feel like a chump. Alot of your "This perk is overpowered" assumes worst case scenarios, rather than what actually tends to happen in a real game, IMO EDIT: Further consider, what would you price a technique for "This one weapon only?" It would have to be average and it would have to cost 1 point per level. I think you mainly have a skewed sense of what's balance, since a 5 points tends to give you a very broad +1, 4 points gives you a slightly less broad (skills, and often not really a good buy unless you want to be a specialist), and 1 point per +1 under highly limited circumstances is fine. You're just seeing players who maximize that highly limited circumstances ("My nightvision character prefers to fight at night"), but that's just good gameplay, not a problem. It doesn't mean it's not pathetically easy to strip a player of the advantages associated with Weapon Bond or Nightvision. |
Re: Are proliferating perks a danger to GURPS?
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But this isn't about one-ups. This is about crafting a character that fits a vision. I think Perks are awesome. And using them with the recommended limitations...I see no overpowered problems at all. And some Perks are cinematic and not useful in Realistic games. But playing with Wrathchild I'm really excited about running a quasi-cinematic game....where most people won't have access to cinematic powers...without the Weapon Master/Trained by a Master/Unusual Training Perk...sort of a low-powered cinematics. And Perks will help me craft that while keeping the available styles limited to genre appropriate ones. |
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Edit - And yes, recent versions of Windows have a feature to convert your US keyboard to a US International keyboard on the Control Panel under Language and Region or Clock Language and Region depending on which version. It's thru Languages and Details in ME and XP, Text Services and Input Languages in Vista. |
Re: Are proliferating perks a danger to GURPS?
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Now, I remember a Japanese kb I used when I tried learning the language. It had a few extra keys, and they did matter. And just in case this is what you're asking: converting a Russian kb into a Ukrainian one is easy. Replace ë with an apostroph (though for some reasons this is rarely done), the hard sign with ï, swap two letters in places (replace one of them with 'i'), and reassing Э то Є (no kidding about the last one). Quote:
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Re: Are proliferating perks a danger to GURPS?
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I only commented on the Perks I'm familiar with, here. Stuff like Magical Weapon Bond and Perfume I've never seen (I suspect they're in Perks), and the others I'm just not that familiar with. |
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