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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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All I'll say on Weapon Bond is that "+1 to skill with one weapon in the whole universe" is self-evidently less useful than "+1 to skill with every weapon ever made in one broad class," and in fact represents the most severe possible limitation on the latter case. That's canonically -80%, so Weapon Bond is worth 0.8 point; thus, 1 point a bit of a ***, not a bargain. Weapon Bond is only a bargain in campaigns where the PCs never lose or willingly replace their weapons, and where they can get away with using one weapon for everything from campaign start to campaign finish. In more sensible campaigns, it's entirely balanced.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
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Join Date: Nov 2008
Location: Florida
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Personally I'm a big fan of Perks... especialy for racial templates. I think they are a great boon for 4e, allowing characters to be more fully realized than ever before.
Can they be abused... well, everything in Gurps can be abused, if that's the player's goal and the GM is unattentive or inexperienced. But it's kind of like Personal Liberty vs. Big Brother... I'll always choose the "system" that grants me liberty... if a couple of munchkins get through... well that's the price we have to pay, but the alternative is unthinkable. In otherwords, I'm all for character options... and Perks is a great option IMO... The GM will just have to pay attention to character design... but that's not new at all. |
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#3 | |
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Join Date: Jun 2006
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-- MA Lloyd |
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#4 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#5 | |
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Join Date: Sep 2004
Location: Torino, Italy
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Most of those perks are combat-related simply because players are more likely to abuse "fighting" perks than "social" ones. I am including only "realistic" perks, not cinematic ones. -WEAPON BOND: in the long run you MIGHT regret taking it, but in most campaigns is a very good deal - too good that MOST fighters will want it. You get +1 to combat skill for just 1 point (saving 3 points) and if you lose your weapon you can acquire a new Weapon Bond (and you're still saving 2 points). The fact that Weapon Bond costs like an extra level of skill with a -80% limitation is a moot point - you cannot add limitations to skill levels! Suggested cost: 2 points -MAGICAL WEAPON BOND: this is like Weapon Bond, without its drawbacks. Suggested cost: 3 points, or simply buy 1 extra level of skill and stop munchkinizing :) -ARMOR FAMILIARITY: that's basically +1 to a weapon skill AND a further +1 for parrying purposes (since +2 to attack equals +1 to parry). If you choose that perk, you will ALWAYS benefit from it because you will wear armor and always be encumbered. "Only when armored" is NOT a significant limitation for "+1 to combat skill"... every sane GM will agree on that. Note that Enhanced Parry costs 5 points, and Armor Familiarity gives you +1 to attacks *in addition* to EP benefits! Suggested cost: 5 points - CLINCH: this is not really overpowered but allowing it will dramatically change the way martial artist are designed (making grappling skills far less important) - EXOTIC WEAPON TRAINING: this is a +1 to combat skill, always. It should simply be removed, or possibly it should cost 3 points. Even then, ALL fighters who use "exotic" weapons will choose it. - FORM MASTERY: this perk basically allows you to get a +2 to parry when fighting with a Spear. It's like a limited, but more powerful, Enhanced Parry. Suggested cost: 5 points. - GRIP MASTERY: this perk basically grant you a +1 to parry (because you can "freely" assume a Defensive Grip and then relinquish it to attack). Suggested cost: 4 or 5 points. -SURE FOOTED and NAVAL TRAINING: those perks grant you a "full" +2 to skill (when fighting on specific terrains). If such terrains are quite common (e.g. a naval campaign, or a desert one) then ALL fighters will choose one of those perks. Suggested cost: 1 or 2 points. -POWER GRAPPLING: it's difficult to evaluate how powerful it is... but it's clearly *extremely* valuable to high-ST characters. Probably it's worth more than 1 point. -REACH MASTERY: this perk is VERY useful. Long weapons are *significantly* more powerful if you allow it (assuming you are using tactical maps). Suggested cost: 2/3 points. - SHIELD WALL TRAINING: this perk is SO overpowered... it gives a +2 to combat skill (which is normally worth 8 points) for just 1 point, and has extra benefits! Without it, no warrior will ever choose a Large shield. If it's allowed, no warrior will ever choose a shield other than a Large one. Suggested cost: 7 points; OR split it into two perks, "Sacrificial Block" for 1 point and "Large Shield training" for 6 points. - SPECIAL SETUP (and RULES EXEMPTION, EXTRA OPTION and other similar perks): those perks are very easily abusable. They should cost more (2-5 points) and/or be strictly controlled by the GM. - STRONGBOW: that's +2 to Striking Strenght for a single weapon skill, with the "fake" drawback it requires you to have the weapon skill at DX+2. The drawback is fake because every PC who bothers to buy this, will have a good weapon skill. Suggested cost: 3 points -STYLE FAMILIARITY: this perk grants significant benefits; notably a +1 to defenses against co-stylists (every time the enemy tries a deceptive/feint, that is, ALWAYS if he want to have a chance to hit a powerful PC). If the campaign does not feature DOZENS of styles, but just 4 or 5 styles, this perk is even more powerful. Suggested cost: 2-3 points. -TEAMWORK: this perk is so convoluted I don't think I would allow it. If I were to do so, I would charge 2 points for it. (note that it basically *includes* Sacrificial Parry and the "Sacrificial Block" portion of Shield Wall Training, only with the fuzzy "form up and then stay adjacent" requirement). -TRADEMARK MOVE: not really overpowered, but it is particularly useful if you use more than one skill in your "full turn's worth of combat actions". Moreover, most players will try to buy Trademark Move for their most effective, favoured move... in that case, this "+1 to a single move" will look suspiciously similar to "+1 to skill". Suggested cost: 2 points. - EFFICIENT: this perk grants +2 to a skill whenever you are in a hurry. In most campaigns, technicians are ALWAYS in a hurry... and +2 to skill would cost 8 points. Suggested cost: 2/3 points - OFF-HAND WEAPON TRAINING: this perk makes Ambidexterity useless (unless your character makes a point of using different weapons and skills every time...). Moreover, in real life training to use your off-hand is difficult and time-consuming. Suggested cost: 2 points -SPECIAL EXERCISES: in some cases this perk is finely priced. For Damage Resistance, it's BADLY underpriced - because DR is outrageously cheap in low-tech and martial arts campaigns. Thus, if you really want to allow DR at the listed cost, Special Exercises for it should cost more - probably 3 or 4 points. - PERFUME: this perk needs better explaining. What does "+1 on reaction rolls where a pleasant smell makes a difference" mean? A pleasant smell will ALWAYS be noticed when you talk with someone, so this means that PERFUME grants you +1 to reactions, like Attractive, only for 1 point? In that case, suggested cost is 3 points. ===== Please note that I like Perks and I agree they are a nice way to customize your character. What I don't like is that some Perks are clearly more powerful than others... and that there is a fuzzy, complex, D&D-esque system to determine how many Perks you can acquire. Moreover, newer GURPS books feature perks that are more and more overpowered - I am not commenting on GURPS Thaumatology: Magical Styles because MOST of its perks are badly underpriced (Limited Energy Reserve?). I think Perks could work just fine in GURPS (and without weird requirements and limits) simply by increasing their costs. And about Martial Arts styles: some people argue that a limit on how many Perks you can acquire is necessary to differentiate Martial Arts Styles. This is untrue. If the GM wants to restrict some Perks to certain Martial Artists, he is free to do so - this doesn't change the fact that ALL Perks need to be balanced and fairly priced. A limited accessibility of a given trait should not cause a discount of that trait's price - if it does, we're playing a "class" system like D&D, not a point system like GURPS.
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Last edited by Lupo; 03-27-2009 at 07:03 AM. |
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#6 | ||
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Join Date: Sep 2004
Location: Canada
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 03-27-2009 at 08:35 AM. |
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#7 | |
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Banned
Join Date: Oct 2007
Location: Europe
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So far, it looks to me as if Lupo is failing to read the rules for the Perks that he accuses of being overpowered, and that's not a good sign... |
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#8 | ||||
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Join Date: Sep 2004
Location: Torino, Italy
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I own both Martial Arts and Power Ups 2: Perks and they say nothing of the sort... "For instance, two levels [of Armor Familiarity] mean you have no penalty up to Medium encumbrance, -1 at Heavy, and -2 at Extra-Heavy." Quote:
E.g. if he fights at Medium Encumbrance, 2 levels of ARmor Familiarity would cancel the -2 to attacks and parries with Judo or Karate or Fencing (the Perk requires specialization). That's why the Perk is unbalanced - if you houserule / nerf it, of course it woun't be unbalanced anymore. Quote:
Often people assume that every disagreement on GURPS rules comes from ignorance... this is a pity because it impedes discussion. My point was that this "unusual background tax" is too low; it should be more than 1 point since Damage Resistance is very cheap, very powerful and ordinarily it's off-limits to humans. In GURPS 3e Toughness costed 10 points and that was about right... so I think that Special Exercises (DR) should cost 3 or 4, ON TOP of Damage Resistance (3 points if it's Tough Skin). What do you think of the other "underpriced" Perks? Don't you think that Perks such as Limited Energy Reserve, Shield Wall Training and Grip Mastery are unbalanced? Quote:
Of course some minor mistake is always possible, but - if they exist at all - they are NOT the ones you pointed out so far. I would ask you to re-read what I wrote and check it with GURPS Martial Arts or GURPS Perks, before commenting on it... The Strongbow Perk works *exactly* as I have described. It allows you to use stronger Bows (or Crossbows, in case of "Crossbow Finesse" perk). This +2 to Bow ST translates in a net +1 to damage. That's why EACH and EVERY archer chooses this perk - because with just 1 point you get to increase the damage of your main weapon by 1. It appears to me that some of the people who think Perks are fairly priced, in reality *do not know* how those Perks are supposed to work. Therefore they imagine a different, fictional version of them, that fits better in their own vision of GURPS (being less powerful and therefore less unbalanced). This looks like some sort of cognitive dissonance, like when people cannot possibly believe that somebody they know (or some institution they believe in) is responsible for questionable deeds...
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Last edited by Lupo; 03-27-2009 at 09:08 AM. |
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#9 | |
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Join Date: Mar 2008
Location: LFK
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Basic 102: The GM might even permit specific enhancements on certain skills, but this is difficult to justify unless the skill functions much as an advantage... Basic 110: You can apply limitations to almost any trait (although as with enhancements, skills are normally off-limits). Normally being the key word. |
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#10 | |||||||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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I shan't quote the ones I agree with or can't really offer anything extra to say...
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Last edited by Sam Baughn; 03-27-2009 at 09:49 AM. |
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