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#41 | |
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Join Date: Mar 2006
Location: Iceland*
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Za uspiekh nashevo beznadiozhnovo diela! |
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#42 | |
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Join Date: Jun 2006
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As I understand the suggested rules though, I think part of your problem is wanting to divide the *perks* among Magical, Style and General. AFAICT that's not the intent. Your *slots* are divided among those categories, but any particular perk might conceivably go into any of three kinds of slots, if a Martial Arts and Magical Style you belong to both happened to list it. Suppose for example you've taken the Onyx Path. DR is on the Lich template so Special Exercises (DR 1) is a legitimate magical perk for that style. It's also a reasonable style perk for many martial arts, Shaolin has it, albeit with the Tough Skin limitation, presumably a more cinematic version would allow it straight. In some settings it might be possible to acquire it through religious deprivation exercises taught by the Order of Desert Hermits, which wouldn't be either kind of style, so in this model would be a general perk. If you are an Onyx Path initiate with a Rainbow belt in Greater Shaolin who once studied with the Desert Hermits you can take it in any of those perk slots.
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-- MA Lloyd |
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#43 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#44 |
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Join Date: May 2008
Location: CA
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#45 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#46 | ||
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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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#47 |
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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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#48 |
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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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#49 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#50 | |
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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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