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#61 | |
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Join Date: Mar 2008
Location: LFK
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#62 | |
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Join Date: Dec 2005
Location: Stockholm, Sweden
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#63 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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But I see nothing clever in taking Shield Wall Training and a Large Shield... it would be really stupid not to do so. The problem isn't "creative combos" - it's that many Perks are simply unbalanced because they grant a +1 or +2 to skill or parry, *without* significant drawbacks. They are little tricks that allow experienced players to "cheat" GURPS. Quote:
In ALL campaigns darkness penalties will be common (in some campaigns more than others). Even if it's not pitch black, GURPS gives significant penalties for darkness (e.g., -3 for "torchlight", see B394). I usually charge 2 points/level for Night Vision, and all my players still try to buy as many levels as they can. Even at 3 points/level it would be a good deal, since 1) it benefits ALL combat skills and most Sense rolls 2) a significant portion of fights and adventure scenes do not happen in full daylight The only case when Night Vision isn't "overpowered" for its cost is when the GM forgets about darkness penalties; or possibly, when magical spells/high tech devices are so commonly used that they can "replace" Night Vision. And remember that usually in GURPS traits are priced assuming you will make a good use of them - Kromm stated that in several occasions. That's why DR (Limited: Fire) only costs -40% or so less than "full" DR, instead of -80% as it "could" be. Because the game assumes that the PC with DR against Fire will try to expose himself to fire, face enemies who use fire and so on. By the same reasoning, all Perks/advantages that grant a bonus to weapon skills under certain circumstances should have a cost close to 4 (the "full" cost to improve a skill). E.g.: Weapon Bond should cost more than 1 point, because it grants a +1 to skill with "your favourite weapon only" - and guess what? Most characters will try to use their favourite weapon all the time, until they lose/replace it.
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#64 |
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Join Date: Jul 2008
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What, no hate for Power Grappling? It's never going to fail to be substantially 'underpriced' for any character who takes it.
It also seems to be an essential rules patch for grappling characters with superhuman strength. It seems to me that a powerful perk is often an only semi-optional game feature. But if they're good features, having them is better than not, isn't it? Last edited by Ulzgoroth; 03-27-2009 at 11:24 AM. |
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#65 | |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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-"Buying off a penalty" is not the same as "a bonus to skill" unless that penalty applies all the time, in every situation for which that skill can be used. -If *any* penalty applies all the time, in every situation for which a skill can be used, the GM or the player is probably doing something wrong. -Perks explicitly grant up to +2 to a skill in limited circumstances. This is one of their stated purposes, right out of the Basic Set. If you want to complain that "+2 to a skill is too good for a perk", you should probably throw out Perks altogether. -You complain that some perks should be strictly controlled by the GM. I ask, "What, you mean the GM isn't already controlling what goes onto character sheets?". If you simply assume that everything in every book is automatically suitable for every game that might be run, I have an AWESOME TL12 power-armored soldier that I'd like to play in your next Banestorm game. -A lot of your objections seem to come from an imperfect reading of the perk, or a poor understanding of exactly what the perk does. I'd be happy to point these out individually by PM if you're curious. |
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#66 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Most other combat perks should be compared to 'Easy Techniques', i.e. they should be treated as two levels of a Technique that cancels some obscure penalties (compare: ground fighting, timed defense, low fighting, targeted attack . . .). |
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#67 | |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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-safe from the children born as ghosts |
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Join Date: Jun 2006
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Kind of a grey area depending on how exotic you think exotic weapons are I suppose, since the other way of looking at it would be as a cheap way to buy off the default penalty between say Spear and the otherwise unlisted Trident skill. Quote:
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The obvious balancing factor is to say it only works *when you are standing in a shield wall*, so no bonus unless there is somebody else with a large shield standing in one or more of your side hexes and with the same facing. That was how I was reading it, but I admit it doesn't actually say that. Quote:
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#69 | |
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Join Date: Sep 2004
Location: Torino, Italy
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#70 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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I went into the thread thinking: "What? Perks are perfectly alright!", but after looking at the examples I have to agree with Lupo on, perhaps not all, but many points.
While I think many suspicious looking perks are quite alright, although perhaps closer to 2 points in actual value, a few of them (Strongbow?) strike me as under-priced. That's fine though, I can sort out a rare few perks... but if people start comparing to Strongbow when creating Perks we're going to start thumbing downhill. Really, if the perk is there bows are underpowered, then what will we be see next? Regrowth (Minor) + Technique "Critical Regrowth" [HT-4 Hard]? ...actually, about that, given the initiatives taken by GURPS Psionic Powers... well, maybe we will see something like that. Note: I Think GURPS Psionic Powers looks really cool, but mixing Skill with Power Ability looks dangerous. Techniques for Enhancements.... Perhaps this is just that "Humanity" Flaw a game needs to feel less artificial like some guys said in the 3rd versus 4th edition thread awhile ago. :P (I don't trust points to create fair characters in the first place (when things get complex), so for me it isn't really that much of a problem though. ;) )
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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