|
|
|
#61 | |
|
Join Date: May 2008
Location: CA
|
Quote:
But yes, if you want to follow that recommendation, then the rule appears to be "X perks total are allowed; Y of these may be 'combat perks', Z may be 'magic perks'", etc. It's not a very good rule, and certainly isn't one I'd bother following - it makes it so just about every character ever is restricted to no more than two or three 'combat' perks, no matter how much they make sense to the character concept. |
|
|
|
|
|
|
#62 | |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Quote:
|
|
|
|
|
|
|
#63 | |
|
Join Date: May 2008
Location: CA
|
Quote:
You get X 'General' perks. These can be chosen from any group in Power-Ups 2 except the Combat perks. You may also get Y 'Combat' perks - 1 per 20 points in combat skills. These can be chosen from the Combat perks in Power-Ups 2 and any combat-related perks found elsewhere. You may further get Z 'Style' perks - 1 per 10 points in a martial arts style. These can only be chosen from the perks listed for that specific combat style. X, Y, and Z are separate allotments. |
|
|
|
|
|
|
#64 | |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Quote:
The problem is, as far as I can tell, that means though you can't just take Strongbow or even Concealed Carry Permit unless you have the appropriate skill points. Other people seem to be saying that that's not the case, and you can take those perks just by calling them "General Perks" instead but that's not how I read it, and I'm completely baffled that they do. I really wish they'd explain their reasoning. I also wish that Kromm would pop back in and clarify the deal with "Social/Style Perks" like Concealed Carry Permit. Is it really his intention that you need 20 points in Guns or whatever to get one in GURPS? Probably not. |
|
|
|
|
|
|
#65 | ||
|
Join Date: May 2008
Location: CA
|
Quote:
Quote:
|
||
|
|
|
|
|
#66 |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
It is, however, a Style Perk of several Styles. Therefore it seems to fit Kromm's definition of "Style Perk".
|
|
|
|
|
|
#67 | |
|
Join Date: May 2008
Location: CA
|
Quote:
1. As a 'General' Perk. 2. As a 'Combat' Perk. 3. As a 'Style' Perk. These three ways all have different allotments. Let's use a random character with 100 CP total, 50 from combat skills and 30 in a single style. He can have 4 'General' perks, 2 'Combat' perk, and 3 'Style' perks. He currently has the following perks: Style Familiarity (Combat) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) He currently has up to 1 Combat perk slot, up to 2 General perk slots, and up to 1 Style perk slot, but only has 3 perk slots total. He wants to buy Concealed Carry Permit, which is one of the perks of his combat style. It can fit in any of his three slots. He buys it. His maximum slot numbers haven't changed, but he now only has 2 perk slots total. He next buys Grip Mastery, which is a Combat perk in his style. He now has up to 1 Combat perk, up to 1 General perk, and up to 1 Style perk - he can choose any perk. His current perks are: Style Familiarity (Combat) Concealed Carry Permit (General OR Combat OR Style) Honest Face (General) Base (General) Cross-Trained Guns (Pistol) (General OR Combat) Off-Hand Weapon Training (Style) Akimbo (Style) Grip Mastery (Combat OR Style) If we switched out Concealed Carry Permit for Ground Guard (Combat Perk not in his Style), he'd have 0 Combat perk slots, 1 General perk slot, and 0 Style perk slots left. Calculate 'perk slots left' by the most-beneficial arrangement for the character. Alternatively, have people state 'I'm buying this into my Combat perk allotment' or something, but that's a little silly. |
|
|
|
|
|
|
#68 | ||
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Quote:
Again: Quote:
Martial Arts is even more restrictive, of course, as it only has the skill-based "slots". |
||
|
|
|
|
|
#69 | ||
|
Never Been Pretty
Join Date: Jan 2005
|
Quote:
Quote:
Last edited by Dragondog; 01-25-2013 at 08:01 PM. |
||
|
|
|
|
|
#70 |
|
Never Been Pretty
Join Date: Jan 2005
|
You cannot, by RAW, rename perks to move them to another class.
Cross-Trained Guns (Pistol) is a skill perk and Concealed Carry Permit is a social perk so they can be bought as general perks. If they're part of your style, they can be bought as style perks too. And in my opinion, if Martial Arts, or similar books, list skill or social perks as combat perks, you can buy them as combat perks too. Last edited by Dragondog; 01-25-2013 at 08:03 PM. |
|
|
|
![]() |
| Tags |
| martial arts, perks |
|
|