Each of the limits has a specific purpose.
- Magic Perks don't aid characterization much, if at all. However, they make your magic more powerful. This effect is reasonably balanced if you view Magic Perks collectively as a kind of enhancement on spells, also collectively. Ergo, points in spells govern the number of Magic Perks you can have, in the name of game balance.
- Style Perks (combat perks) don't aid characterization much, either. They make you a more capable fighter, though. This power boost, too, is fairly balanced if you view Style Perks collectively as a kind of enhancement on all combat training. Ergo, points in combat skills and techniques govern the number of Style Perks you can have, also in the name of game balance.
- Most other perks exist to aid characterization. They also provide a small bump in power, but nothing to fear – potentially abusable perks have built-in checks and balances. However, to avoid mixed-up, hard-to-roleplay characters with dozens of easily overlooked minor gifts, there's a suggested limit, just as there is for quirks. And since most perks aren't tied to any one subset of abilities, this is tied to general power level.
I'm frankly surprised that this causes any confusion. It seems quite evident to me that "makes magic more powerful," "makes combat abilities more powerful," and "gives me little quirky details" aren't the same goal, and that it makes sense to impose separate limits on the three effects. But for those who find that it
is unclear, you may have
all of the following:
- Up to one Magic Perk per 20 points in spells.
- Up to one further Magic Perk for a specific magical style per 10 points in that style's spells.
- Up to one Style Perk per 20 points in combat skills and techniques.
- Up to one further Style Perk for a specific fighting style per 10 points in that style's combat skills and techniques.
- Up to one perk that's neither a Magic Perk nor a Style Perk per 25 points you have to build your character.