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#1 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#2 |
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Join Date: May 2008
Location: CA
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#4 |
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Join Date: May 2008
Location: CA
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Coulda sworn you had said:
"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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#5 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#6 | ||
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Join Date: Jun 2006
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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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-- MA Lloyd |
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#7 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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If you can just take them as one of your 1/25 total character points Perks instead, how is the 1/20 of Combat Skills even really a limit? Except in the unlikely event you already have 6+ perks and want more?
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#8 | |
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Never Been Pretty
Join Date: Jan 2005
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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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#9 | |||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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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#10 |
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Join Date: Feb 2009
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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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| martial arts, perks |
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