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#131 | |||
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Join Date: Sep 2004
Location: Torino, Italy
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Night Vision offset combat penalties; Acute Vision does not. That's why Night Vision is more "powerful" than Acute Vision. Quote:
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If ST costed 2 points per level, a player who wanted to emphasize DX could spend 60 points in it, and just 30 in ST... getting DX 13 and ST 25.
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#132 |
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Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Should I mention it in this thread that before Martial Arts came out the game effects of the Strongbow Perk were part of the houserules in our gaming. Still is, Strongbow is free in our games.
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#133 | |
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Join Date: Aug 2004
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#134 | |
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Banned
Join Date: Apr 2008
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I don't think the pricing of traits should be driven by trying to get people to take them. As already mentioned on this thread, the use of arbitrary limits to prevent people from buying piles of a particular trait is (1) not in line with the ICWIC philosophy and (2) evidence that the trait is underpriced. |
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#135 | |
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Join Date: Sep 2004
Location: Medford, MA
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Also, RAW Basic says +2 to skill in limited circumstances is completely copacetic. And anyway, if you don't like it...you can house rule to your hearts content. |
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#136 | ||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Anyway, though, I heartily disagree that there's "no comparison". The comparison is simple - give Acute Vision a +50% Cosmic enhancement, "also offsets darkness penalties". Then, using the usual math for "Only Enhancement X" builds (Enhancement value -100% = limitation value), "Only cancels darkness penalties" becomes a -50% limitation on Acute Vision. Acute Vision costs 2 points/level, so with the limitation it's 1 point/level. Quote:
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#137 | ||||||
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Join Date: Sep 2006
Location: Luxembourg
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if all you do is low tl dungeon crawling, combat advantage are, of course, more powerfull and essential. Quote:
The airplane pilot with night flying experience, because i told him to take it (2 level) The city cop, one level. The businessman, the spy, the photographer : none of them had it, although it would have helped them, and i suggested it strongly at character creation. but they found better use for the cp or decided it did not fit their character. The campaign before : 1 night vision character out of 6 player the ranger. The trader-mage, the warrior mage, the priest, the knight, the other knight found better use for the cp or decided it did not fit their character. Against, i used darkness penalties when appropriate, and i did not forbid night vision. Quote:
Lots of player, given st=2pt and 30 free points, would still not buy a single level of st. Because they don't need it/it does not match their character. However usefull that st would be for them and the party. If you play with munchkin, lots of perks and 1 pt feature are and will be abusable/abused. Like everything else, actually. Quote:
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Gurps is a role playing game, not a perfect universe simulator. Quote:
Underpriced under ICWIC does not mean underpriced in Gurps. Arbitrary limit for gameplay balance does not mean low level should cost more. see combat reflexes: a little defence is good for gameplay: CR is cheap. A lot of defense is bad for gameplay: enhanced defence are very expensive. celjabba |
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#138 | |||||
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Join Date: Sep 2004
Location: Torino, Italy
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I can't believe I am actually having to defend the fact that balancing trait costs is important in a point-buy system. That's the very basic of game design... Quote:
Would you allow a "further" level of Strongbow that gives archers +1 to damage for just 1 point? Quote:
The +50% Cosmic enhancement, "also offsets darkness penalties", makes no sense for Acute Vision. Acute Vision does NOT offset penalties, it just increase your Per value for Sight rolls. It has nothing to do with Night Vision +X, that gives you +X on most rolls (fighting, driving, tracking, whatever) when darkness level is X or worse. Applying an enhancement (even "Cosmic") to turn one into the other is like buying Charisma with a Cosmic Enhancement "grant a bonus to weapon damage". It might be formally correct under the crazy rules in Powers, but it means nothing. Night Vision is NOT Acute Vision with a limitation "only to offset darkness penalties". It's a different thing, and arguably it's more powerful. Quote:
Many (if not most) GURPS players have also a "gamist" perspective and want traits to be balanced; they want to be able to "tactically" plan, build and improve their characters choosing from a collection of equivalent, balanced traits. Not all players who are conscious of balance issues and try to buy "effective" traits for their character concepts are munchkins. E.g.: if ST costed 2 points per level, not all players would buy ST 20... but every player who tought his character could have DX 14 and ST 10, will rather say: "I could buy DX 14 and ST 12 instead, it's only 4 points and it doesn't compromise at all my character concept... my 'deft thief' is now a 'deft and quite muscly' thief. If you play with people that do not care at all about balance and effectiveness, I wonder why you bother to use a complex, over-detailed point system... I can play GURPS (or any other game) without calculating point totals, nor bothering with balance; but if I DO lose my time doing point totals, I *want* those points to be a meaningful indicator of effectiveness. Quote:
Why should you do that?
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Last edited by Lupo; 03-29-2009 at 08:12 AM. |
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#139 | |
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Join Date: Sep 2006
Location: Luxembourg
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I like gurps because -it work well with few big glitches in the system. -it is easy to explain and complicated enough to be tacticaly challenging -you can play in many universe without switching rules. -i like detailled tactical combat -i dislike random character creation. a lot. I want my player, and myself when i play, to have character the way we want them to be, with respect for the general power level of the game. Cp help setting that power level, but i look at them as indication, not simulationist cost set in stone. Granted, it is not the usual approach. but my point above in the thread, and i realize i was probably unclear, is that, in my opinion, there is no way to have a perfectly accurate and balanced scale of usefullness that apply to everything, everyone, in every game settings. So, nitpicking about wether this or that should cost 1 point more or less seems to me useless, since the scale is, somewhat, situation-dependent. I don't mean all cost should be random, i mean that standardizing all 'small effect, up to a +2 to skill in limited circumstances' at 1 point, regardless of the fact that they may be worth from 0 to 3 points depending on circumstances, is easier and make sense. If, by and large, it is more or less balanced, it is good enough for me, as i don't believe perfect balance is possible in this. And i especially do believe that it is right to modify the cost of an advantage to promote ease of gameplay and variety in character built, even if it is wrong in a "gamist" perspective. celjabba Last edited by Celjabba; 03-29-2009 at 08:53 AM. |
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#140 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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So point cost is very important because cheaper traits can be acquired rapidly and easily, and more expensive traits force you to wait, possibly for several sessions. E.g., let's say you are a "fantasy scout" with various skills at DX+1 or better. With 4 points you can either a single skill by 1 level (Bow, Riding, Tracking, Stealth, whatever) or buy Night Vision 2, Strongbow and Magical Weapon bond (bow). The latter option will give you +1 to hit, +1 to damage and possibly +3 to hit when there is some darkness. So point costs DO come into play and there is no need to be a "munchkin" to figure out what investment is better... Quote:
You somewhat agree that Perks may be unbalanced, but it isn't that important for you; not enough important to justify rules-tinkering. This is a very sensible position and quite different than saying "No, I DO care about Perk balance and I think Perks are in fact well-balanced".
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Last edited by Lupo; 03-29-2009 at 09:23 AM. |
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