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Old 03-27-2009, 11:31 AM   #24
Harald387
 
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Join Date: Apr 2007
Location: Ottawa, ON, CA
Default Re: Are proliferating perks a danger to GURPS?

Quote:
Originally Posted by Lupo
Here is a list of some overpowered Perks (with a suggestion on how much they should cost, e.g., how much I charge for them in my campaign).
I was going to write a long post deconstructing every single one of the points you made, but several people have beaten me to several of them, and the entire thing just became antagonistic-sounding. I will summarize with this:

-"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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