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#1 |
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Banned
Join Date: Apr 2008
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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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#2 |
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Join Date: Aug 2004
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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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#3 | |
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Join Date: Dec 2006
Location: Houston
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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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#4 |
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Join Date: Nov 2006
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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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#5 | |
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Join Date: Jan 2007
Location: Oakland, CA
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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?
__________________
Erik Nielsen One inch short of +1 SM. |
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#6 | |
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Join Date: Oct 2007
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#7 | |
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Banned
Join Date: Oct 2007
Location: Europe
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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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#8 | ||
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Join Date: Jun 2006
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__________________
-- MA Lloyd |
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#9 | |
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Join Date: Sep 2004
Location: Torino, Italy
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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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#10 | |
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Join Date: Jun 2006
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__________________
-- MA Lloyd |
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