Perk Limit
Should combat (and style) perks count against the suggested perk limit on page 3 of Power-Ups 2 or are they additional?
In other words if a 150 point character has 40 points in combat skills and techniques (of which 30 are in style skills and techniques of a single style) which of the following is correct?
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This is really a GM's call, but I think Martial Arts came out in favor of option B.
Personally, I don't use a limit on Perks. One person having 12 perks and another having only 2 doesn't really unbalance a thing. |
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B for me
Celjabba |
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Ghostdancer |
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I vote for B. Should A were the case . . . if a 100-point character first started out with four perks, became a disciple of a certain style, and learned 20 points' worth of that style's skills and techniques, then he could acquire neither Style Familiarity nor any of the style perks, just because his maximum possible number of perks would still be 4. This would be weird.
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I limit combat perks as per MA, but I use no limit on other perks. In other words, I use the rule about the GM having the final say.
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I'm not sure what purpose a general perk limit serves. |
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Sorry, English is difficult.
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I've characters run into the general limit. I think perks are cool, and they happened to come in really handy for that particular build. The GM disallowed it, which I was fine with. I forget exactly what they were, but all of the off-screen stuff seems likely, reload, last man out, the tank is always full one... In an apocalypse setting, those would be kicking.
Anyhow, it's quite clear except whether the style itself counts against the limit. Personally, I think it would be a little silly, however it might just be a case of 'X of these, one of which is your style'. Thinking it silly, I still believe the intent of the rule is for the style to count against the limit- there are builds where you wouldn't be using it. Wildcard skills, Style Adaptation, and other things come to mind, where the distinction is blurred and the rule actually rates much less on the sillyness factor. |
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Perk limits are mandatory for styles – magical or martial – to give styles added value, but merely a suggestion to the GM otherwise. General perks are on top of anything specific you get for styles. If you have 40 points in the skills of a fighting style, you can learn four Style Perks for your style and two extra for all those points you spent. If you have 20 points in the spells of a magical style, you can learn two Magic Perks for your style and one extra for having lots of spells. If the GM imposes the "one perk per 25 points" limit from Power-Ups 2, that's an extra bonus . . . a lot like "any PC can have five quirks, regardless of how many points he's worth or what he spends his points on." Thus, if your 150-point PC has 40 points in the skills of a fighting style and 20 points in the spells of a magical style, he can have six general perks, six Style Perks, and three Magic Perks in total.
Magic Perks and Style Perks tend to be a lot more potent than general perks, so their limits are more important. The idea is that these perks serve as small enhancements on magic or combat capability, priced to scale with skill-point outlay rather than the cost of enabling advantages (Magery, Trained by a Master, etc.). Whereas while general perks can enhance skills, they're mainly about characterization – like quirks, but unequivocally beneficial. If the GM limits these, it's more to avoid hard-to-roleplay characters than to balance capabilities. |
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Are the six general perks restricted to non-combat perks? |
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If it helps, I suppose it's worth breaking it down in even more detail by saying that if a 150-point PC has 40 points in the skills of a fighting style and 20 points in the spells of a magical style, he can have six general perks, two unrestricted Style Perks, four additional Style Perks specific to his fighting style, one unrestricted Magic Perk, and two additional Magic Perks specific to his magical style. |
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Also does Style Familiarity count against any of these limits? EDIT: What if the character didn't have a style but still has 40 points in combat skills, does he still get 2 Style perks? |
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It might count against the limit for general perks, I don't know. Personally, I think it should be exempt. Quote:
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Personally, I had always thought that the rule in PU2 was an alternative to the rule in MA, to account for the fact that many of the Style Perks in MA had been generalized to include non-combative versions of the same perks and that people might use PU2 without using the Style system. I figured that they wouldn't be used in the same campaign until I read the responses on this thread. |
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[EDIT] Why should this be any different if he doesn't have a style (or the 4 perks that came with it)? |
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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. |
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Each of the limits has a specific purpose.
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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. |
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arnej |
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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. |
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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.
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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. |
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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.) |
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As I understand the suggested rules though, I think part of your problem is wanting to divide the *perks* among Magical, Style and General. AFAICT that's not the intent. Your *slots* are divided among those categories, but any particular perk might conceivably go into any of three kinds of slots, if a Martial Arts and Magical Style you belong to both happened to list it. Suppose for example you've taken the Onyx Path. DR is on the Lich template so Special Exercises (DR 1) is a legitimate magical perk for that style. It's also a reasonable style perk for many martial arts, Shaolin has it, albeit with the Tough Skin limitation, presumably a more cinematic version would allow it straight. In some settings it might be possible to acquire it through religious deprivation exercises taught by the Order of Desert Hermits, which wouldn't be either kind of style, so in this model would be a general perk. If you are an Onyx Path initiate with a Rainbow belt in Greater Shaolin who once studied with the Desert Hermits you can take it in any of those perk slots. |
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Mind you I think the whole scheme of linking number of perks to skill points is ridiculous, and it does lead to some nonsensical results, but Kromm's description seems fairly clear. I think you're trying to read too much into the various names. "General", "Style" and "Magical" aren't being used as reserved words, which perks you can buy into which kinds of slots are judgement calls in except the 1/10 points ones, which are limited to those listed with the Style Familiarity under consideration. Incidentally, it appears to be intended that you can buy that 1/10 for each style for which you have a Style Familiarity, counting the skill points in each. Suppose you buy Karate [10] and Judo [10] and buy two style familiarities out of your general allotment, say SF (Hsing I Chuan) and SF (Jeet Kune Do), both of which list Judo and Karate as skills. You can buy one perk you can convince the GM is somehow related to Judo or Karate (the 1/20 points), both perks listed under Hsing I Chuan (the 2 you get from that 20/10) and two chosen from the list of 6 under Jeet Kune Do (from that 20/10). |
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"Then when does the 1 Style Perk per 20 points in combat skills and techniques actually kick in? When I can't just take those as General Perks?" Anyways, that's what I suggest. The 1 style perk limit kicks in when you can't take it as a general perk any longer. Basically, how I imagine it works like this: You can get Total CP/25 Perks (any perks!) normally. You can get one extra 'Style Perk' per 20 points in combat skills and techniques, or one in your style per 10 points in combat skills/techniques. You can also get an extra 'Magic Perk' per 20 points in spells, etc. |
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I would start spending the most restrictive perks first. Then the less restrictive ones and last the least restrictive ones. If I needed that many perks. |
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What Kromm seems to saying is that you need 60 points in Bow, or 30 points in Bow with an Archery Style because those "Style Perks" aren't available with the regular perk limits. Martial Arts and Power Ups 2 both seem to support this reading. However the consensus here seems to be that I'm wrong. But if I am wrong, then really why does Power Ups 2 say: Quote:
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I have found in games where the perk limit is strictly enforced it tends to result in very high weapons skills, like Guns MG 30 to get all the perks you wanted for Guns MG
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However, this is with neither combat perks nor racial/template perks. The latter two will vary depending on how much they factor in styles and templates. I haven't made detailed martial artists in quite a while, but those are likely to have maximum combat perks (judging by my attempts back in the day). My racial templates for fantasy or space opera seem to have 3-5 perks easily, but in my current campaign the races have very few perks. Players seem too lazy to read PU2 for the full list, though I suppose some would pick a handful if they bothered. Not everyone. Stuff like Signature Gear or the common 'just in case' skill are just much more likely to eat up the lonely 1-2 spare points left over after the main concept is filled. |
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1. They are underpriced for what they do. If the real cost is between 0.7 and 1.2 CP per Perk, then an actual cost of 1 CP is fine, and there's no game balance need to impose limits on Perks. But if a significant subset of them are actually undercosted and ought to cost between 1.5 and 2.5 CP then imposing a limit makes sense. 2. They make the game more complicated, so the designer saw it as desirable to put in (suggested) mechanics to reduce their per-character prevalance. Many Perks are simple in nature, you buy it, it lets you do X, or it does X on its own. But Perks can also be complex, by adding extra rules such as an FP cost per use, or the necessity of a skill or attribute roll. Such "implicit Limitations" can be added to Perks in order to counter-act item #1 above (if you add an FP cost per use to a Perk whose true value is 1.7 CP then its true value will drop to something that's less than 1.7 CP), but adds to the complexity of the game, and so in turn the number of Perks-per-character gets limited in order to avoid high complexity. I admit I haven't looked much as the Perks in Power-Ups nor in Magical Styles. 1 CP stuff has a tendency to fall "below my radar". If it's so cheap, my assumption is that it probably won't make a difference except once in a quite rare while. But what I do seem to recall points to most Perks being fairly simple, rather than laden down with usage Limiations or other usage restrictions. Even nonLimited Perks adds a slight degree of complexity to the character, for each Perk, although much less so than if item #2 is in force. 3. It's GURPS' old problem of getting players to actually invest appreciable amounts of CPs in skills of their own free will, during character creation, instead of buying high Attributes (and in 4E also Talents). So the various rules on Perk limits are there in order to reward for and encourage the practice of actually purchasing high skills. |
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The suggested perk limit is basically an arbitrary guideline for completely gameist reasons; if you want to model a realistic situation, you ignore any limits like that (just like you ignore point optimization).
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Whether I (or you, or anybody even Kromm) house rules them is immaterial here. I don't like house ruling things unless I feel I fully understand the RAW, and it's pretty clear that I do not (or you and the others do not). Please explain to me, with reference to the RAW, why I am wrong. |
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But yes, if you want to follow that recommendation, then the rule appears to be "X perks total are allowed; Y of these may be 'combat perks', Z may be 'magic perks'", etc. It's not a very good rule, and certainly isn't one I'd bother following - it makes it so just about every character ever is restricted to no more than two or three 'combat' perks, no matter how much they make sense to the character concept. |
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You get X 'General' perks. These can be chosen from any group in Power-Ups 2 except the Combat perks. You may also get Y 'Combat' perks - 1 per 20 points in combat skills. These can be chosen from the Combat perks in Power-Ups 2 and any combat-related perks found elsewhere. You may further get Z 'Style' perks - 1 per 10 points in a martial arts style. These can only be chosen from the perks listed for that specific combat style. X, Y, and Z are separate allotments. |
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The problem is, as far as I can tell, that means though you can't just take Strongbow or even Concealed Carry Permit unless you have the appropriate skill points. Other people seem to be saying that that's not the case, and you can take those perks just by calling them "General Perks" instead but that's not how I read it, and I'm completely baffled that they do. I really wish they'd explain their reasoning. I also wish that Kromm would pop back in and clarify the deal with "Social/Style Perks" like Concealed Carry Permit. Is it really his intention that you need 20 points in Guns or whatever to get one in GURPS? Probably not. |
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1. As a 'General' Perk. 2. As a 'Combat' Perk. 3. As a 'Style' Perk. These three ways all have different allotments. Let's use a random character with 100 CP total, 50 from combat skills and 30 in a single style. He can have 4 'General' perks, 2 'Combat' perk, and 3 'Style' perks. He currently has the following perks: Style Familiarity (Combat) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) He currently has up to 1 Combat perk slot, up to 2 General perk slots, and up to 1 Style perk slot, but only has 3 perk slots total. He wants to buy Concealed Carry Permit, which is one of the perks of his combat style. It can fit in any of his three slots. He buys it. His maximum slot numbers haven't changed, but he now only has 2 perk slots total. He next buys Grip Mastery, which is a Combat perk in his style. He now has up to 1 Combat perk, up to 1 General perk, and up to 1 Style perk - he can choose any perk. His current perks are: Style Familiarity (Combat) Concealed Carry Permit (General OR Combat OR Style) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) Grip Mastery (Combat OR Style) If we switched out Concealed Carry Permit for Ground Guard (Combat Perk not in his Style), he'd have 0 Combat perk slots, 1 General perk slot, and 0 Style perk slots left. Calculate 'perk slots left' by the most-beneficial arrangement for the character. Alternatively, have people state 'I'm buying this into my Combat perk allotment' or something, but that's a little silly. |
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Martial Arts is even more restrictive, of course, as it only has the skill-based "slots". |
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You cannot, by RAW, rename perks to move them to another class.
Cross-Trained Guns (Pistol) is a skill perk and Concealed Carry Permit is a social perk so they can be bought as general perks. If they're part of your style, they can be bought as style perks too. And in my opinion, if Martial Arts, or similar books, list skill or social perks as combat perks, you can buy them as combat perks too. |
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Also, there are no rules restricting you from taking perks from a combat style under your general allotment. The extra perk per 10 points in style skills is a bonus allotment. |
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This may be a Venn diagram issue. It sounds like Kromm is saying that the set of General Perks and the set of Combat Perks are mutually exclusive. So those two circles do not overlap.
However, Style perks may also include General and Combat perks, and potentially have some that are their own thing. So that set overlaps both Combat and General perks, and may also have a few of its very own (but maybe not). I'd tend to put Social Perks inside of General perks, as a named class falling within the set of General Perks. Style perks may STILL overlap with these. In the very particular case I talked about, perhaps in some other thread, for Strongbow and Special Exercises (Arm ST +1-3), my tendency would be to definitely place Special Exercises (Arm ST) in the General category. Canonically, from PU2, Strongbow is a Combat Perk. OK . . . but how does one spend 20 points in combat skills alone, yet still have a perk that kicks in at DX+1 or DX+2? In this particular case - and there may be others - as a GM I'd allow an archer character to buy strongbow if he'd spent 20 points in any bow-related character traits at all if I were to hew closely to the 20 points per combat perk suggestion. Otherwise, other than Fast Draw (Arrow), Quick-Ready (Bow), and Bow, you're really making it hard to make Strongbow count at the DX+1 level. So I'd count nearly anything, such as ST and I'd include the Arm ST bought as Special Exercises. Another way to go would be to redefine Strongbow as a Perk that allows you to buy aspected Arm ST at up to 2 more levels, but only for the purposes of drawing bows. Or just make it Arm ST (Drawing Bows Only) for 3/level (same as Lifting ST) or 2/level (so it's less utility than Lifting ST) and take it out of the perks category altogether. My point where I said "take it however you like" was narrowly focused to Strongbow, I think. I will admit to taking a weak view on the perk limit suggestions - I think the writing strongly implies that they're definitely suggestions, not "you should do this" rules - but my biggest issues is that I think Strongbow should be available to any serious archer type who has spent time practicing drawing and aiming a heavy bow. |
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Whats Quick-Ready Bow? Where is that from?
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Ah . . . there it is. Martial Arts, p., 119: Quick-Shooting Bows. |
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So if you have Style Familiarity (La Verdadera Destreza) you can take the Chi Resistance (Kiai) Perk as a general perk, style perk, or style-specific style perk. |
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But the quote didn't say "points in a template" it said "points spent on the skills and techniques of a combative character template, fighting style, or similar abilities package that offers combat perks" so points in DX and ST wouldn't count. |
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I'd label Strongbow as a perk that allows an exception similar to that given to Capoeira stylists - some perks you can just buy right away once you start in the style. I would likely slap a few other trivialities on it: min of 1 point in the skill, and probably either +1 ST or Arm ST, to represent repetitive drawing of the bow. But that 20 point minimum means that the +1 ST for a bow you get at DX+1 is pointless, since even if you do Bow at 8 points, F-D (Bow) at 8 points, and Armoury (Bow) at 4 points . . . you're still at DX+2 already. |
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