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Originally Posted by Dragondog
Why spend the 1/25 general perks on stuff I can spend the 1/20 combat perks on? I can use the general perks for other stuff.
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Because 20 points in combat skills and techniques is a lot of points. Say you are a 75 point archer and you want Strong Bow and Special Exercises: Arm ST (2). Do you need 60 points in Bow in order to do that? Or can you just take them with your three general Perks?
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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Originally Posted by Power Ups 2 page 4
Regardless of the campaign’s limit on perks, it’s recommended that the GM limit fighters to one combat perk per 20 points in combat, military, and/or police skills, and then allow one extra perk per 10 points spent on the skills and techniques of a combative character template, fighting style, or similar abilities package that offers combat perks.
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That seems to be pretty clear that what PU2 calls Combat Perks (and what Kromm wants to call Style Perks, here) are subject to this special limit and can't be taken above that. How am I misreading this?
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Originally Posted by malloyd
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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I've been running GURPS 4e since it came out. I barely see players taking any perks at all. At most 1-2 per character. Something's wrong with my players?