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... |
Re: Perks, can we have too many?
Too many options? Um, nope.
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Still, it's a lot of special rules and rules exceptions to remember. |
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.
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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. |
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(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) |
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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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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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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. |
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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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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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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. |
[OT] To Serve Man
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<on topic> No... although talk of a sequel is too early IMO. |
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"ST is this, DX is that, IQ is this, blah blah. You get these advantages, and now you have to choose X points from this small, easy list. Still need some help? Well, for your concept, I rather like this advantage and that one. I see you're eying that one over there, well, we can do this and that, how about that?" It's MUCH easier than sifting through the entire book, and it's no harder than making a D&D character, IMO. |
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The problem with Perks is that there are a whole lot of them. This causes organizational difficulties. A big and continually expanded index of official (i.e. Kromm-sanctioned) Perks, sorted by category, with each Perk placed in multiple categories, would solve the problem, though. |
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I'll always defend a player's freedom to start a character concept with a single high-cost Advantage, and then build on top of that, but if a player starts with a very low-cost trait, e.g. a Perk, and takes it from there, then there's a fair chance that said low-cost trait should be a high-cost trait. |
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I won't accept having to remind the GM that my character has Voice or Charisma, or Danger Sense, because there's a risk that doing so makes me look greedy (even though I'm only demanding to get what I've paid for). If he can't keep my character's capabilitistic individuality in mind without needing to be reminded, he's unfit. |
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just a thought.... |
Re: Perks, can we have too many?
For forum's sake, I provide this link to a related discussion:
http://forums.sjgames.com/showthread...ferating+perks |
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Btw, I think a good "solution" would be something like the Skill Categories pdf, which groups skills into logical if overlapping (not a bad thing) categories. Once enough of them are out there, I think that'd help remember all your options and help character creation. Btw, I don't think "rpg is for an elite intellectual minority". We should move away from that stance, 4e does this well, it's streamlined in a way you can select how complex you want to make it. I have made custom, modular templates to great sucess. They're basically 20 or 30-point packs that players can slap together to make a character. Big hit with my family who doesn't know GURPS and doesn't have the time to learn, but loves playing it all the same. |
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Appearance and Voice tend to be easy to remember, as players tend to emphasize this in their descriptions. |
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I think we see ourselves as engaging in a collaborative effort to make the game events feel true in relation to the input plot points -- ie. it doesn't matter who points out that Jimbob's Acute Hearing should give him a bonus, as long as afterword you don't end up asking 'Hey why didn't Jimbob hear that'. That last eventuality is a failure of both GM and players together IMO. |
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Most of the time I manage without the players needing to say anything. |
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