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Old 01-24-2013, 01:22 PM   #24
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Essential core books

Quote:
Originally Posted by Ulzgoroth View Post

I can think of characters who don't really want those perks, but not of characters who do want them but wouldn't be willing to pay more than one point...
Sure, but the game isn't Amber, where you price everything as high as someone will bid . . . It's GURPS, where all abilities have generic prices for all characters in all settings, including characters who don't want them in setting where they're worthless. And the prices of learned traits, be they skills or combat perks, reflect time investment, not power. Just as one point in a no-default skill like Fast-Draw (Sword) is a near life-saver to any swordsman in a low-tech setting with regular swordfights, one point in a sword-related perk can be better than 20 points in DX in some situations. However, both are simple, easily learned tricks that cost 1 point, and they cost that much even if there's a player who would bid 20 points for them.

I think that a lot of confusion comes from viewing combat perks as "one-point advantages" rather than as "one-point learned tricks, like Easy skills and Average techniques." They are definitely the latter for all practical purposes. If the reality check on that makes them unusually powerful for the points, then so be it. A 7.62mm battle rifle costs 0 points, and not even that many dollars, but is probably more powerful in a fight than anything a normal human without a firearm could buy for points . . . which doesn't mean that we'll start charging points for ordinary gear. Points really, truly only approximate power.
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