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#51 |
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Join Date: Jun 2006
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Because you do want more. There are lots of quite useful perks out there, many of which specialize by skill (and so fill a lot of slots if you want them for multiple skills). It's not hard to come up at least one per good skill your character has that would make sense.
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-- MA Lloyd |
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#52 | |||
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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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#53 |
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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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#54 | ||
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Never Been Pretty
Join Date: Jan 2005
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#55 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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However, this is with neither combat perks nor racial/template perks. The latter two will vary depending on how much they factor in styles and templates. I haven't made detailed martial artists in quite a while, but those are likely to have maximum combat perks (judging by my attempts back in the day). My racial templates for fantasy or space opera seem to have 3-5 perks easily, but in my current campaign the races have very few perks. Players seem too lazy to read PU2 for the full list, though I suppose some would pick a handful if they bothered. Not everyone. Stuff like Signature Gear or the common 'just in case' skill are just much more likely to eat up the lonely 1-2 spare points left over after the main concept is filled. |
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#56 | |
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Banned
Join Date: Oct 2007
Location: Europe
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1. They are underpriced for what they do. If the real cost is between 0.7 and 1.2 CP per Perk, then an actual cost of 1 CP is fine, and there's no game balance need to impose limits on Perks. But if a significant subset of them are actually undercosted and ought to cost between 1.5 and 2.5 CP then imposing a limit makes sense. 2. They make the game more complicated, so the designer saw it as desirable to put in (suggested) mechanics to reduce their per-character prevalance. Many Perks are simple in nature, you buy it, it lets you do X, or it does X on its own. But Perks can also be complex, by adding extra rules such as an FP cost per use, or the necessity of a skill or attribute roll. Such "implicit Limitations" can be added to Perks in order to counter-act item #1 above (if you add an FP cost per use to a Perk whose true value is 1.7 CP then its true value will drop to something that's less than 1.7 CP), but adds to the complexity of the game, and so in turn the number of Perks-per-character gets limited in order to avoid high complexity. I admit I haven't looked much as the Perks in Power-Ups nor in Magical Styles. 1 CP stuff has a tendency to fall "below my radar". If it's so cheap, my assumption is that it probably won't make a difference except once in a quite rare while. But what I do seem to recall points to most Perks being fairly simple, rather than laden down with usage Limiations or other usage restrictions. Even nonLimited Perks adds a slight degree of complexity to the character, for each Perk, although much less so than if item #2 is in force. 3. It's GURPS' old problem of getting players to actually invest appreciable amounts of CPs in skills of their own free will, during character creation, instead of buying high Attributes (and in 4E also Talents). So the various rules on Perk limits are there in order to reward for and encourage the practice of actually purchasing high skills. |
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#57 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I find that I typically only take 1-2 perks at character generation, but add them as the character develops. My character with the most perks started with one, but now has ten, having acquired nine in the process of advancing from 225 to 390 points. They are a cheap method of getting a limited but focused improvement once you've got a clearer idea of just what happens in a campaign.
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#58 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#59 |
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Join Date: May 2008
Location: CA
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The suggested perk limit is basically an arbitrary guideline for completely gameist reasons; if you want to model a realistic situation, you ignore any limits like that (just like you ignore point optimization).
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#60 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Whether I (or you, or anybody even Kromm) house rules them is immaterial here. I don't like house ruling things unless I feel I fully understand the RAW, and it's pretty clear that I do not (or you and the others do not). Please explain to me, with reference to the RAW, why I am wrong. |
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