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#101 |
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Join Date: Aug 2004
Location: Austin, TX
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SWT buys off an arbitrary restriction on large shields. Large shields were already unpopular because they weighed 25 lbs, which meant your character was slower. And the difference in combat ability between a Move 6 character in light armor with a small shield and a Move 4 character in medium armor and a large shield was already generally weighed in favor of the small shield.
All SWT is make large shield characters slightly more viable. It doesn't break the game. If there wasn't a completely arbitrary penalty on attacks with large shields, it wouldn't even be necessary. |
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#102 | |
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Join Date: Sep 2004
Location: Torino, Italy
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Note also that the Large Shield has been giving -2 to attacks since... I don't know, the eighties? And nobody "corrected" it in GURPS 3e or GURPS 4e until Martial Arts was published. Again, I'd be ready to bet that if somebody had said "the Large Shield is too penalized, GURPS is wrong!" before Martial Arts was published, you would have said "no, it's perfectly sensible that the Large Shield gives -2 to attacks".
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#103 | ||
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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The Unusual Training and Special Setup perks, for example, were included in GURPS Martial Arts for exactly this kind of situation. We wanted a way to allow small variations in training that didn't rise to the level of TBAM. We didn't want to totally re-write Karate just to allow Wing Chun stylists to initiate a throw off of a Karate-based parry...but the alternate was either do that, or say they can't do what you see them do. And so on with most of them. I'll agree you need a GM to think about the consequences and writers and playtesters need to consider the ramifications of new variations or usages in general. But that's part of the point...it's meant to be character-defining and flexible, not a prescriptive limit on builds. Quote:
My main reservation with these threads is that I wonder if the complaints are based on in-play disasters. ("Ever since Shield Wall Training came along, everyone using Large Shields wins every single fight!") or just theoretical concerns ("Ever since I read SWT I knew it was a game-breaker.") I pin vastly more value on the first sort of concerns. That's why you won't see much point-by-point discussion of these by me. If it's a specific problem in your game, it's a specific problem and you need to fix it...if it's just a general worry that these might cause problems because the numbers don't crunch right, well, I'm less concerned. I need to see the actual problem result first before I get worried. The upsides of perks are too good compared to the downsides for me to throw them aside because of a theoretical problem.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#104 | |
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Join Date: Sep 2004
Location: Canada
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We were crawling all OVER the perks because it was a new shiny thing and people wanted to pound on them. ANd yes, there was a fair number of people who's reaction when just theorycrafting, like you, was to go "there's no way this must be worth only a point". But, I remind you to go right back to the Basic set, where its DESCRIBED IN THE CORE RULES that a +2 under limited circumstances is worth one point. It's axiomatic. It's one of the fundamental assumptions of 4e. So lets examine how, for example, shield wall training is limited: One skill only - doesn't affect defaults. Not for parrying. Not for feinting. Not for resisting disarms. Only when carrying a 25 lb large shield (and therefore getting a -2 to everything else and encumbrance, and requiring 10 seconds of preparation). Playing in a combat heavy game, I can attest from actual play that those are some heavy limitations. And regarding the "wasn't fixed until Martial Arts for 4e" thing - and your point is? Armor weights have been wrong since about Basic Set 1e, as far as I know, and yet they're only being addressed in Low Tech for 4e. Just because something has been broken for a very very long time doesn't magically make it not broken.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#105 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#106 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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I love Perks in general, the idea, the err.. perks with them, but a few of them can get a bit too advantageous.
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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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#107 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#108 | |||||
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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You're picking the wrong price point and calling that your "worst case scenario." Quote:
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#109 | |||
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Join Date: Sep 2004
Location: Torino, Italy
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Overpowered perks do not help to distinguish fighters. Balanced perks would do... Quote:
I never suggested those traits should be eliminated, I just said they should cost 2 points instead of 1. Many PCs would buy them anyway, but they will not be "mandatory". E.g. "Night Vision" ideally should be a bargain only for characters who plan to have many fights in the dark / want to be good at fighting in the dark. For 2 points/level, this is the case. For 1 point/level, Night Vision is such a good deal that each and every fighter is encouraged to buy 1 or 2 level of it. This favors "similar" characters and discourage specialization and customization. Quote:
The idea that all Perks presented in Martial Arts are equivalent is just plain silly.
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#110 | |
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Join Date: Sep 2004
Location: Medford, MA
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If you want to go through every perk and re-price them at your whim in your games, you are free to do so. Heck, you can get rid of whatever perks you don't like. In your game, you can do whatever you want to. I don't know what you want from us. Validation? That I can't give to you. And, I wouldn't play in your games, Moreover. I distrust GMs who feel the need to do that much needling to game systems that are well balanced already. Plus, your obsession with balance and the narrowly focused ways you define it makes me feel we wouldn't be compatible. I'd rather spend my time making exciting adventures for my players, or crafting a really interesting PC concept if I am a player than spending hours trying to reverse engineer perk prices. |
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