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#1 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Also, do optional skills count as skills for the style itself, or is it only the skills listed in the top part of the style description? Ghostdancer
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#2 | |
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Join Date: Jun 2006
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Yes this does mean that two characters, both students of the style, and with identical point and skill distributions, might differ in whether or not they qualify for a style perk depending on their history. I don't see that as an additional problem (over and above my objections to the entire count the points prerequisites concept) though.
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#3 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Any guess why skills for Magical Styles don't add to points in the style? That one has been bugging me a bit. I know I can hand waive it I am just curious about the reasoning behind it. Ghostdancer
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#4 |
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Join Date: Sep 2004
Location: Chicago
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Okay, I'll bite. I don't recall having heard an objection to that idea. Have you spelled out your objections in another thread somewhere?
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#5 | |
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Join Date: Jun 2006
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Consider a hypothetical style that is all about using a weapon for which Exotic Weapon Training would apply. I think trident requires it, so before I can buy this perk in learning my Atlantian Tridentfighting style, I have to spend 10 points on Spear skill, during which I am more effective with a spear than a trident, even though I've never so much as touched a spear in the training process.... There are actually quite a few combat perks that could quite reasonably be the core technique of a style, which is effectively impossible with this rule. Razor Kicks for example. Or Off Hand Weapon Training. And that used to be a technique remember - perfectly legal for a character to have for several different weapons, even at fairly low skills, so now you need 20 points of combat skills to have it in one, let alone for two or three weapons? It's a nod to D&D Feats I think, and might be OK if the flavor text about combat perks ("minor advantages for veteran warriors") were *true*, but in most cases it isn't. Many of them are specialized training extending a specific weapon skill, so a prerequisite based on points or level in that particular skill might make sense, but one of points in totally unrelated combat skills?
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#6 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Even if that wasn't the style you were referencing, perhaps you were just speaking about Ninja using shuriken this way...; still the point is valid. When you design a style simply put in the same caveat that Capoeira has listed. I like perks btw, one of the best things GURPS ever did for the system. Ghostdancer |
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#7 | |
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Join Date: Oct 2007
Location: Vermont
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My ongoing thread of GURPS versions of DC Comics characters. |
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#8 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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But we deliberately created and used exceptions to this, and GMs can freely use this to completely or partly wave any restrictions to make their campaigns work better. Got a style a perk you can't learn until you master the basics? Go with the usual rules. Got a style that needs a perk for every practitioner or it doesn't make sense? Put it in as an exception and say "you can buy this perk immediately." You can even go the other way, and add perks that you can't get without steeper requirements - having another perk, say, or having 20 points in a style or 40 points in combat skills. We didn't do any, but you probably could without breaking anything. And for some styles and some campaigns, that might be just what is needed. Or you can just check them out entirely. It's not going to break the game or cause the dice to always come up all 6s for you or anything. It's just a way to avoid "everyone in my campaign drops 1 point into a weapon skill and then buys these five perks...." situation.
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| Tags |
| martial arts, style perks |
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